Added Some Mods; Updated Starting Loadout

This commit is contained in:
2024-03-20 02:23:24 -04:00
parent 57e0746fe6
commit 7f0caa168b
496 changed files with 52772 additions and 125 deletions
@@ -0,0 +1,245 @@
;===========================================================================
; BLOODSUCKERS Vlad and Drakul
;===========================================================================
[bloodsucker_vlad]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_vlad
attack_params = bloodsucker_attack_params_vlad
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
MaxHealthValue = 3 ; range [0..200]
skin_armor = 0.7
[bloodsucker_immunities_vlad]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.60
shock_immunity = 2.7 ; = 0.7
wound_immunity = 0.35
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75
explosion_immunity = 0.55
fire_wound_immunity = 0.3
[bloodsucker_attack_params_vlad]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.20, 2.35, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.20, 2.5, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.20, 2.35, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.40, 2.15, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
[bloodsucker_drakul]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_drakul
attack_params = bloodsucker_attack_params_drakul
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
MaxHealthValue = 3.8 ; range [0..200]
skin_armor = 1
[bloodsucker_immunities_drakul]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.50
shock_immunity = 2.7 ; = 1
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1 ; = 3.0 ; = 0.75
explosion_immunity = 0.5
fire_wound_immunity = 0.15
[bloodsucker_attack_params_drakul]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 1.5, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 1.7, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 1.5, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 1.3, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;===========================================================================
; Boars Calydonian Boar and his guards
;===========================================================================
[boar_calydonian]:boar_01a_hard
$spawn = "monsters\boars\boar_01a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
immunities_sect = boar_immunities_calydonian
attack_params = boar_attack_params_calydonian
[boar_immunities_calydonian]
burn_immunity = 0.86 ; = 0.2 ;коэффициенты иммунитета
strike_immunity = 0.25
shock_immunity = 0.44 ; = 0.25
wound_immunity = 0.1
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.00 ; = 3.0 ; = 0.2
explosion_immunity = 0.4
fire_wound_immunity = 0.08
[boar_attack_params_calydonian]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 1, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 2.3, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
skin_armor = 2
[boar_calydonian_guard]:boar_01a_hard
$spawn = "monsters\boars\boar_01a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
immunities_sect = boar_immunities_calydonian_guard
attack_params = boar_attack_params_calydonian_guard
[boar_immunities_calydonian_guard]
burn_immunity = 0.96 ; = 0.2 ;коэффициенты иммунитета
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 02
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.5
fire_wound_immunity = 0.25
[boar_attack_params_calydonian_guard]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 0.8, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.30, 1.25, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
skin_armor = 1.5
@@ -0,0 +1,35 @@
#include "m_flesh.ltx"
#include "m_bloodsucker.ltx"
#include "m_dog.ltx"
#include "m_boar.ltx"
#include "m_pseudodog.ltx"
#include "m_giant.ltx"
#include "m_controller.ltx"
#include "m_poltergeist.ltx"
#include "m_snork.ltx"
#include "m_crow.ltx"
#include "m_tushkano.ltx"
#include "m_phantom.ltx"
#include "m_chimera.ltx"
#include "m_burer.ltx"
#include "m_zombie.ltx"
#include "m_fracture.ltx"
#include "m_cat.ltx"
#include "m_rat.ltx"
#include "m_borya.ltx"
#include "m_bibliotekar.ltx"
;#include "m_poltergeist_build_kea.ltx"
;--new files, created by Tronex
#include "m_karlik.ltx"
#include "m_lurker.ltx"
#include "m_psysucker.ltx"
#include "m_gigant_jumper.ltx"
;--- Catilina - Stories from the Zone ---;
#include "m_z_legendary.ltx"
[monsters_common]
corpse_remove_game_time_interval = 65535 ; in hours
stay_after_death_time_interval = 65535 ; in hours
script_move_min_offset_from_leader = 3
script_move_max_offset_from_leader = 8
@@ -0,0 +1,30 @@
#include "spawn_sections_general.ltx"
#include "spawn_sections_marsh.ltx"
#include "spawn_sections_agroprom.ltx"
#include "spawn_sections_agroprom_underground.ltx"
#include "spawn_sections_darkscape.ltx"
#include "spawn_sections_darkvalley.ltx"
#include "spawn_sections_bar.ltx"
#include "spawn_sections_escape.ltx"
#include "spawn_sections_garbage.ltx"
#include "spawn_sections_red_forest.ltx"
#include "spawn_sections_hospital.ltx"
#include "spawn_sections_yantar.ltx"
#include "spawn_sections_military.ltx"
#include "spawn_sections_deadcity.ltx"
#include "spawn_sections_truck.ltx"
#include "spawn_sections_zaton.ltx"
#include "spawn_sections_pripyat.ltx"
#include "spawn_sections_jupiter.ltx"
#include "spawn_sections_labx8.ltx"
#include "spawn_sections_labx18.ltx"
#include "spawn_sections_labx16.ltx"
#include "spawn_sections_bunker.ltx"
#include "spawn_sections_sarcofag.ltx"
#include "spawn_sections_underpass.ltx"
#include "spawn_sections_monolith_control.ltx"
#include "spawn_sections_warlab.ltx"
#include "spawn_sections_mlr.ltx"
#include "spawn_sections_lostzone.ltx"
#include "spawn_sections_brotherhood.ltx"
@@ -0,0 +1,357 @@
[vybegallo]:stalker_strong
$spawn = "respawn\vybegallo"
character_profile = vybegallo
community = ecolog
story_id = vybegallo
[bellerophon]:stalker_strong
character_profile = bellerophon
community = stalker
story_id = bellerophon
[sarpedon]:stalker_strong
character_profile = sarpedon
community = stalker
story_id = sarpedon
[hunter_orion]:stalker_strong
character_profile = hunter_orion
community = stalker
story_id = hunter_orion
[assault_stalker_leader_esc_5_9]:stalker_strong
character_profile = assault_stalker_leader_esc_5_9
community = stalker
story_id = assault_stalker_leader_esc_5_9
[assault_csky_leader_esc_5_7]:stalker_strong
character_profile = assault_csky_leader_esc_5_7
community = csky
story_id = assault_csky_leader_esc_5_7
[zaton_brokkr]:stalker_strong
character_profile = zaton_brokkr
community = ecolog
story_id = zaton_brokkr
[nr_sorokin]:stalker_strong
character_profile = nr_sorokin
community = stalker
story_id = nr_sorokin
[nr_scamlok]:stalker_strong
character_profile = nr_scamlok
community = stalker
story_id = nr_scamlok
[zaton_eitri]:stalker_strong
character_profile = zaton_eitri
community = ecolog
story_id = zaton_eitri
[marlo_stanfield]:stalker_strong
character_profile = marlo_stanfield
community = stalker
story_id = marlo_stanfield
[chris_partlow]:stalker_strong
character_profile = chris_partlow
community = stalker
story_id = chris_partlow
[paranoia_man]:stalker_strong
character_profile = paranoia_man
community = stalker
story_id = paranoia_man
[zaton_mercenary_1]:stalker_strong
character_profile = zaton_mercenary_1
community = killer
story_id = zaton_mercenary_1
[zaton_mercenary_courrier_1]:stalker_strong
character_profile = zaton_mercenary_courrier_1
community = killer
story_id = zaton_mercenary_courrier_1
[zaton_mercenary_2]:stalker_strong
character_profile = zaton_mercenary_2
community = killer
story_id = zaton_mercenary_2
[anna_morphine]:stalker_strong
character_profile = anna_morphine
community = stalker
story_id = anna_morphine
[ecologist_sidorovich]:stalker_strong
character_profile = ecologist_sidorovich
community = ecolog
story_id = ecologist_sidorovich
[alyosha_shyogolov]:stalker_strong
character_profile = alyosha_shyogolov
community = ecolog
story_id = alyosha_shyogolov
[bh_mozgotlen]:stalker_zombied
character_profile = bh_mozgotlen
community = zombied
story_id = bh_mozgotlen
[bh_rat_guards_naruchnik]:stalker_strong
character_profile = bh_rat_guards_naruchnik
community = stalker
story_id = bh_rat_guards_naruchnik
[bh_rat_trap_leader]:stalker_strong
character_profile = bh_rat_trap_leader
community = bandit
story_id = bh_rat_trap_leader
[nr_vova_bandit_1]:stalker_strong
character_profile = nr_vova_bandit_1
community = bandit
story_id = nr_vova_bandit_1
[nr_pasha_bandit_2]:stalker_strong
character_profile = nr_pasha_bandit_2
community = bandit
story_id = nr_pasha_bandit_2
[erast_fandorin]:stalker_strong
character_profile = erast_fandorin
community = stalker
story_id = erast_fandorin
[flavio_becca]:stalker_strong
character_profile = flavio_becca
community = ecolog
story_id = flavio_becca
[nr_ecologist_rydzyk]:stalker_strong
character_profile = nr_ecologist_rydzyk
community = ecolog
story_id = nr_ecologist_rydzyk
[nr_ecologist_1]:stalker_strong
character_profile = nr_ecologist_1
community = ecolog
story_id = nr_ecologist_1
[nr_ecologist_2]:stalker_strong
character_profile = nr_ecologist_2
community = ecolog
story_id = nr_ecologist_2
[nr_ecologist_3]:stalker_strong
character_profile = nr_ecologist_3
community = ecolog
story_id = nr_ecologist_3
[nr_ambush_1]:stalker_strong
character_profile = nr_ambush_1
community = army
story_id = nr_ambush_1
[nr_ambush_2]:stalker
character_profile = nr_ambush_2
community = army
story_id = nr_ambush_2
[nr_ambush_3]:stalker
character_profile = nr_ambush_3
community = army
story_id = nr_ambush_3
[nr_ambush_4]:stalker
character_profile = nr_ambush_4
community = army
story_id = nr_ambush_4
[nr_ambush_5]:stalker
character_profile = nr_ambush_5
community = army
story_id = nr_ambush_5
[zaton_achilles]:stalker_strong
character_profile = zaton_achilles
community = stalker
story_id = zaton_achilles
[sasha_tolstoy]:stalker_strong
character_profile = sasha_tolstoy
community = csky
story_id = sasha_tolstoy
[nr_iliaz]:stalker_strong
character_profile = nr_iliaz
community = stalker
story_id = nr_iliaz
[nr_bezsonik]:stalker_strong
character_profile = nr_bezsonik
community = freedom
story_id = nr_bezsonik
[bh_gutalin]:stalker_strong
character_profile = bh_gutalin
community = stalker
story_id = bh_gutalin
[butcher_tug_1]:stalker_strong
character_profile = butcher_tug_1
community = stalker
story_id = butcher_tug_1
[butcher_tug_2]:stalker_strong
character_profile = butcher_tug_2
community = stalker
story_id = butcher_tug_2
[dolg_vadim_bloodsucker]:stalker
character_profile = dolg_vadim_bloodsucker
community = dolg
story_id = dolg_vadim_bloodsucker
[dolg_sergey_bloodsucker]:stalker
character_profile = dolg_sergey_bloodsucker
community = dolg
story_id = dolg_sergey_bloodsucker
[dolg_sasha_bloodsucker]:stalker
character_profile = dolg_sasha_bloodsucker
community = dolg
story_id = dolg_sasha_bloodsucker
[dolg_artyom_bloodsucker]:stalker
character_profile = dolg_artyom_bloodsucker
community = dolg
story_id = dolg_artyom_bloodsucker
[dolg_ilya_bloodsucker]:stalker_strong
character_profile = dolg_ilya_bloodsucker
community = dolg
story_id = dolg_ilya_bloodsucker
[jupiter_monk]:stalker_strong
character_profile = jupiter_monk
community = stalker
story_id = jupiter_monk
[controller_victim_1]:stalker_strong
character_profile = controller_victim_1
community = stalker
story_id = controller_victim_1
[nr_dead_convict_1]:stalker_ragdoll
character_profile = nr_dead_convict_1
community = stalker
story_id = nr_dead_convict_1
[nr_dead_convict_2]:stalker
character_profile = nr_dead_convict_2
community = freedom
story_id = nr_dead_convict_2
[nr_executioner_1]:stalker_strong
character_profile = nr_executioner_1
community = stalker
story_id = nr_executioner_1
[nr_executioner_2]:stalker_strong
character_profile = nr_executioner_2
community = stalker
story_id = nr_executioner_2
[nr_executioner_3]:stalker_strong
character_profile = nr_executioner_3
community = stalker
story_id = nr_executioner_3
[nr_loyshik]:stalker_strong
character_profile = nr_loyshik
community = freedom
story_id = nr_loyshik
[bh_shlitzer]:stalker_strong
character_profile = bh_shlitzer
community = stalker
story_id = bh_shlitzer
[bh_badger]:stalker_strong
character_profile = bh_badger
community = army
story_id = bh_badger
[bh_ironchain]:stalker_strong
character_profile = bh_ironchain
community = stalker
story_id = bh_ironchain
[nr_trapper_missing_hunter_1]:stalker_strong
character_profile = nr_trapper_missing_hunter_1
community = stalker
story_id = nr_trapper_missing_hunter_1
[nr_trapper_missing_hunter_2]:stalker_strong
character_profile = nr_trapper_missing_hunter_2
community = stalker
story_id = nr_trapper_missing_hunter_2
[nr_trapper_missing_hunter_3]:stalker_strong
character_profile = nr_trapper_missing_hunter_3
community = stalker
story_id = nr_trapper_missing_hunter_3
[nr_sasha_baltunov]:stalker_strong
character_profile = nr_sasha_baltunov
community = stalker
story_id = nr_sasha_baltunov
[nr_starik_murdered]:stalker_strong
character_profile = nr_starik_murdered
community = csky
story_id = nr_starik_murdered
----- Atomic Crusader
[ac_pri_medic_monolith]:stalker_strong
character_profile = ac_pri_medic_monolith
community = monolith
story_id = ac_pri_medic_monolith
[ac_blue_winter]:stalker_strong
character_profile = ac_blue_winter
community = monolith
story_id = ac_blue_winter
[ac_balthazar]:stalker_strong
character_profile = ac_balthazar
community = monolith
story_id = ac_balthazar
[ac_caspar]:stalker_strong
character_profile = ac_caspar
community = monolith
story_id = ac_caspar
[ac_melchior]:stalker_strong
character_profile = ac_melchior
community = monolith
story_id = ac_melchior
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,154 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
--- medic Monolith ---
<specific_character id="ac_pri_medic_monolith" team_default = "1">
<name>ac_pri_medic_monolith_name</name>
<icon>ui_npc_u_stalker_mo_head_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio></bio>
<class>ac_pri_medic_monolith</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
<rank>9389</rank>
<reputation>2309</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_monolith\stalker_mo_head_1</visual>
<supplies>
[spawn] \n
#include "gameplay\supplies\character_drugs.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="ac_blue_winter" team_default="1">
<name>ac_blue_winter_name</name>
<icon>ui_inGame2_monolit_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ac_blue_winter</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>18780</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>2500</reputation>
<visual>actors\stalker_monolith\stalker_monolith_1</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>ac_blue_winter_0</actor_dialog>
<actor_dialog>ac_blue_winter_1</actor_dialog>
<actor_dialog>ac_blue_winter_2</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<specific_character id="ac_balthazar" team_default="1">
<name>ac_balthazar_name</name>
<icon>ui_inGame2_monolith_proto</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ac_balthazar</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>16730</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>1000</reputation>
<visual>actors\stalker_monolith\stalker_monolith_4_proto</visual>
<supplies>
[spawn] \n
wpn_rpk74 \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<specific_character id="ac_melchior" team_default="1">
<name>ac_melchior_name</name>
<icon>ui_inGame2_monolit_3a</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ac_melchior</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>18030</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>1000</reputation>
<visual>actors\stalker_monolith\stalker_monolith3a</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<specific_character id="ac_caspar" team_default="1">
<name>ac_caspar_name</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ac_caspar</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>16670</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>1000</reputation>
<visual>actors\stalker_monolith\stalker_monolith3b</visual>
<supplies>
[spawn] \n
wpn_saiga12s = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,340 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
<name>escape_trader_name</name>
<icon>ui_inGame2_sid</icon>
<bio>escape_trader_bio</bio>
<class>trader</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<visual>actors\stalker_trader\stalker_trader_1</visual>
<rank>18846</rank>
<reputation>2302</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sidorovich_living_legend</actor_dialog>
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>devushka_3_quest</actor_dialog>
<!-- Stories from the Zone -->
<actor_dialog>sidorovich_gutalin_0</actor_dialog>
<actor_dialog>sidorovich_gutalin_1</actor_dialog>
<actor_dialog>sidorovich_railway_1</actor_dialog>
<actor_dialog>sidorovich_railway_2</actor_dialog>
<actor_dialog>sidorovich_railway_3</actor_dialog>
<actor_dialog>sidorovich_railway_4</actor_dialog>
<!--actor_dialog>bh_smuggling_sidorovich</actor_dialog-->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Wolf (Loner Honcho at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_inGame2_wolf</icon>
<bio>esc_wolf_bio</bio>
<class>esc_2_12_stalker_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>17568</rank>
<reputation>2453</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 2 \n
wpn_pkm \n
ammo_pkm_100 = 3 \n
device_torch \n
hand_radio \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Fanatic (Loner Guard at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
<name>esc_fanat_name</name>
<icon>ui_inGame2_fanatic</icon>
<bio>esc_fanat_bio</bio>
<class>esc_2_12_stalker_fanat</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>12103</rank>
<reputation>1725</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<panic_treshold>0</panic_treshold>
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<!-- Traning -->
<start_dialog>fanat_training_start</start_dialog>
<actor_dialog>fanat_training_boars_death</actor_dialog>
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
<actor_dialog>fanat_training_back_to_village</actor_dialog>
<actor_dialog>fanat_training_stash_search</actor_dialog>
<actor_dialog>fanat_training_stash_found</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
<actor_dialog>fanat_training_end</actor_dialog>
<!-- Traning -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
<!-- StfZ -->
<actor_dialog>fanatic_north_0</actor_dialog>
<actor_dialog>fanatic_gutalin_0</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hip (The Rookie Village's whiny bitch) -->
<specific_character id="devushka" team_default = "1">
<name>devushka</name>
<icon>ui_inGame2_Hip</icon>
<map_icon x="1" y="0"/>
<bio>Hip</bio>
<class>devushka</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\woman\</snd_config>
<rank>160</rank>
<reputation>900</reputation>
<visual>actors\mnp_npc_remeik\girl</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>devushka_1_start</start_dialog>
<actor_dialog>devushka_2_start</actor_dialog>
<actor_dialog>devushka_0_dialog</actor_dialog>
<actor_dialog>devushka_1_dialog</actor_dialog>
<actor_dialog>devushka_2_dialog</actor_dialog>
<actor_dialog>devushka_3_quest_money</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>devushka_heal</actor_dialog>
<actor_dialog>devushka_3_dialog</actor_dialog>
<actor_dialog>devushka_4_dialog</actor_dialog>
<actor_dialog>devushka_4_quest</actor_dialog>
<actor_dialog>devushka_about_artefact</actor_dialog>
<actor_dialog>devushka_about_semeckiy</actor_dialog>
<actor_dialog>give_devushka_medved</actor_dialog>
<actor_dialog>devushka_give_present</actor_dialog>
<actor_dialog>devushka_go_village</actor_dialog>
<actor_dialog>adventure_time_with_hip</actor_dialog>
</specific_character>
<!-- Xenotech (Loner Mechanic at the Farm) -->
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
<icon>ui_inGame2_loner_tech</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
<community>stalker</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>3139</rank>
<reputation>784</reputation>
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<supplies>
[spawn] \n
wpn_toz34 \n
ammo_12x76_zhekan = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
</specific_character>
<!-- Loris (Loner Trader at the Farm) -->
<specific_character id="esc_main_base_trader_mlr" team_default="1">
<name>esc_main_base_trader_mlr_name</name>
<icon>ui_inGame2_kashpirovsky</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>esc_main_base_trader_mlr</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>1500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Mechanic - Southern Outpost) -->
<specific_character id="army_south_mechan_mlr" team_default="1">
<name>army_south_mechan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>army_south_mechan_mlr</class>
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1100</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Trader - Southern Outpost) -->
<specific_character id="esc_3_16_military_trader" team_default="1">
<name>esc_3_16_military_trader_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>esc_3_16_military_trader</class>
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>1900</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>guid_esc_mlr_military</actor_dialog>
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,136 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- Butcher (Hunter-merchant in the Garbage) -->
<specific_character id="hunter_gar_trader" team_default="1">
<name>hunter_gar_trader_name</name>
<icon>ui_inGame2_bandit_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>hunter_gar_trader</class>
<community>trader</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>5800</rank>
<money min="90000000" max="90000000" infinitive="1"/>
<reputation>1700</reputation>
<visual>actors\neytral\stalker_plash_1</visual>
<supplies>
[spawn] \n
wpn_bm16 \n
ammo_12x70_buck = 2 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>hunter_trader_meet</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>about_baraholka_hunter_trader</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<!----------SFTZ/brotherhood--------->
<actor_dialog>butcher_1</actor_dialog>
<actor_dialog>butcher_1_time</actor_dialog>
<actor_dialog>butcher_1_done</actor_dialog>
<actor_dialog>butcher_2</actor_dialog>
<actor_dialog>butcher_2_time</actor_dialog>
<actor_dialog>butcher_2_done</actor_dialog>
<actor_dialog>butcher_3</actor_dialog>
<actor_dialog>butcher_3_time</actor_dialog>
<actor_dialog>butcher_3_done</actor_dialog>
<actor_dialog>butcher_4</actor_dialog>
<actor_dialog>butcher_4_time</actor_dialog>
<actor_dialog>butcher_4_done</actor_dialog>
<actor_dialog>butcher_4_alt_done</actor_dialog>
<actor_dialog>butcher_5</actor_dialog>
<actor_dialog>butcher_5_alt</actor_dialog>
<actor_dialog>butcher_bellerophon_0</actor_dialog>
<actor_dialog>butcher_legendary_0</actor_dialog>
<actor_dialog>butcher_legendary_1</actor_dialog>
<actor_dialog>butcher_legendary_2</actor_dialog>
<actor_dialog>butcher_legendary_3</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!------------------------ Daytime trader at the flea market ---------------------->
<specific_character id="baraholka_trader" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_neutral_2_old</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>baraholka_trader</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>2000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>500</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2_old</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>baraholka_trader_talking</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!---------------------- Nighttime trader at the flea market --------------------->
<specific_character id="baraholka_trader_night" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_neutral_0</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>baraholka_trader_night</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>3000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral0b</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<!--actor_dialog>information_about_stash_barah_night</actor_dialog-->
<!--actor_dialog>information_about_stash_barah_night1</actor_dialog-->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,756 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!--======================( Yanov Station )======================-->
<!-- Ashot (Freedom Trader) -->
<specific_character id="jup_a6_freedom_trader_ashot" team_default = "1">
<name>jup_a6_freedom_trader_ashot_name</name>
<icon>ui_inGame2_ashot</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a6_freedom_trader_ashot</class>
<community>freedom</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_3\</snd_config>
<rank>9033</rank>
<reputation>2342</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_ashot</visual>
<supplies></supplies>
<start_dialog>jup_a6_freedom_trader_ashot_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Yar (Freedom Broker) -->
<specific_character id="jup_b19_freedom_yar" team_default = "1">
<name>jup_b19_freedom_yar_name</name>
<icon>ui_inGame2_Dyadka_Yar</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b19_freedom_yar</class>
<community>freedom</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
<rank>7655</rank>
<reputation>2485</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_beretta = 1 \n
ammo_9x19_pbp = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<!--mechanic_mode>1</mechanic_mode-->
<start_dialog>jup_b19_freedom_yar_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Loki (Freedom Leader) -->
<specific_character id="jup_a6_freedom_leader" team_default = "1">
<name>jup_a6_freedom_leader</name>
<icon>ui_inGame2_Loki</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a6_freedom_leader</class>
<community>freedom</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config>
<rank>10889</rank>
<reputation>1944</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_3_face_1</visual>
<supplies>
[spawn] \n
hand_radio \n
wpn_colt1911 \n
ammo_11.43x23_hydro = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>jup_a6_freedom_leader_start_dialog</start_dialog>
<actor_dialog>loki_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_jup_a6_freedom_leader_meet_dialog</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_duty_founder_pda</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_duty_sell_founder_pda</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_pripyat_group</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_b4_monolith_squad_dialog</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_b4_monolith_squad_dialog_redy_to_go</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_b207_hiding_place</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_employ_stalkers</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_b106_info_about_soroka</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_about_stolen_items</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_a9_sell_info</actor_dialog>
<actor_dialog>jup_a6_freedom_leader_about_you</actor_dialog>
<actor_dialog>devushka_loki_help</actor_dialog> <!-- g0dl1ke -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Garry (Loner Guard) -->
<specific_character id="guid_jup_stalker_garik" team_default = "1">
<name>guid_jup_stalker_garik</name>
<icon>ui_inGame2_Garik</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_jup_stalker_garik</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>8000</rank>
<money min="10000" max="20000" infinitive="0"/>
<reputation>1600</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2_face_4</visual>
<supplies>
[spawn] \n
wpn_vintorez \n
ammo_9x39_ap = 1 \n
wpn_colt1911 \n
ammo_11.43x23_fmj = 1 \n
grenade_f1 = 2 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_jup</actor_dialog>
<actor_dialog>travel_guid_jup</actor_dialog>
<actor_dialog>meet_guid_jup_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Nitro (Loner Mechanic) -->
<specific_character id="jup_b217_stalker_tech" team_default = "1">
<name>jup_b217_stalker_tech</name>
<icon>ui_inGame2_Azot</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Òåõíèê Àçîò.</bio>
<class>jup_b217_stalker_tech</class>
<community>stalker</community>
<!--mechanic_mode>1</mechanic_mode-->
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\dolg_1\</snd_config>
<rank>3338</rank>
<reputation>1755</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_neutral\stalker_neutral_nauchniy_face_3</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<!-- SftZ -->
<actor_dialog>nr_nitro_barka_0</actor_dialog>
<actor_dialog>nr_nitro_barka_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Trapper (Loner Hunter) -->
<specific_character id="jup_b220_trapper" team_default = "1">
<name>jup_b220_trapper</name>
<icon>ui_inGame2_Zveroboy</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Çâåðîáîé.</bio>
<class>jup_b220_trapper</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>7971</rank>
<reputation>1304</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_neutral\stalker_neutral_2_face_7</visual>
<supplies>
[spawn] \n
wpn_wincheaster1300_trapper \n
ammo_12x70_buck = 1 \n
wpn_colt1911 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>jup_trapper_about_himself</actor_dialog> <!-- LTTZ -->
<actor_dialog>jup_trapper_about_retire</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog> <!-- LTTZ -->
<!-- SftZ -->
<actor_dialog>nr_trapper_intro_0</actor_dialog>
<actor_dialog>trapper_chimera_0</actor_dialog>
<actor_dialog>trapper_chimera_1</actor_dialog>
<actor_dialog>trapper_chimera_2</actor_dialog>
<actor_dialog>trapper_chimera_3</actor_dialog>
<actor_dialog>trapper_chimera_5</actor_dialog>
<actor_dialog>trapper_chimera_5_alt</actor_dialog>
<actor_dialog>trapper_chimera_6</actor_dialog>
<actor_dialog>trapper_chimera_7</actor_dialog>
<actor_dialog>trapper_chimera_8</actor_dialog>
<actor_dialog>trapper_chimera_9</actor_dialog>
<actor_dialog>trapper_chimera_10</actor_dialog>
<actor_dialog>trapper_missing_men_0</actor_dialog>
<actor_dialog>trapper_missing_men_1</actor_dialog>
<actor_dialog>trapper_chimera_4</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hawaiian (Loner Bartender) -->
<specific_character id="jup_a6_stalker_barmen" team_default = "1">
<name>jup_a6_stalker_barmen</name>
<icon>ui_inGame2_Gavaets</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a6_stalker_barmen</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>7507</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1402</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2_face_3</visual>
<supplies>
kolbasa_strange = 3 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
</supplies>
<start_dialog>jup_a6_stalker_barmen_start_dialog</start_dialog>
<actor_dialog>dm_init_batender</actor_dialog>
<actor_dialog>hawaiian_yanov</actor_dialog> <!-- LTTZ -->
<actor_dialog>buy_route</actor_dialog>
<!-- SftZ -->
<actor_dialog>hawaiian_about_marlo</actor_dialog>
<actor_dialog>nr_hawaiian_0</actor_dialog>
<actor_dialog>nr_hawaiian_scamlok_0</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Bonesetter (Loner Medic) -->
<specific_character id="jup_a6_stalker_medik" team_default = "1">
<name>jup_a6_stalker_medik</name>
<icon>ui_inGame2_Kostoprav</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a6_stalker_medik</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>2727</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>598</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1_face_2</visual>
<supplies>
[spawn] \n
wpn_ak74u \n
ammo_5.45x39_fmj = 1 \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
</supplies>
<start_dialog>zat_b22_stalker_medic_start</start_dialog>
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Mobile Lab )======================-->
<!-- Tukarev (Ecologist Mechanic) -->
<specific_character id="jup_b6_scientist_tech" team_default = "1">
<name>jup_b6_scientist_novikov</name>
<icon>ui_inGame2_eco_tech</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b6_scientist_tech</class>
<community>ecolog</community>
<!--mechanic_mode>1</mechanic_mode-->
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>2560</rank>
<reputation>957</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_tookarev</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>jup_b6_scientist_medic_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_jup_b6_scientist_tech_meet_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Professor Hermann (Ecologist) -->
<specific_character id="jup_b6_scientist_nuclear_physicist" team_default = "1">
<name>jup_b6_scientist_nuclear_physicist</name>
<icon>ui_inGame2_German</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b6_scientist_nuclear_physicist</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>3815</rank>
<reputation>431</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_ucheniy\stalker_ucheniy_1_face_1</visual>
<supplies>
[spawn] \n
</supplies>
<start_dialog>jup_b6_scientist_nuclear_physicist_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>hermann_lab</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_lifestyle</actor_dialog>
<!-- mlr -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<!-- mlr -->
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Professor Ozersky (Ecologist) -->
<specific_character id="jup_b6_scientist_biochemist" team_default = "1">
<name>jup_b6_scientist_biochemist</name>
<icon>ui_inGame2_Ozerskiy</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b6_scientist_biochemist</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>1864</rank>
<reputation>300</reputation>
<money min="10000" max="10000" infinitive="0" />
<visual>actors\stalker_ucheniy\stalker_ucheniy_1_face_2</visual>
<supplies>
[spawn] \n
</supplies>
<start_dialog>jup_b16_biochemist_oasis_start</start_dialog>
<actor_dialog>ozersky_oasis</actor_dialog> <!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Warehouse )======================-->
<!-- (Bandit Technician) -->
<specific_character id="jup_cont_mech_bandit" team_default="1">
<name>jup_cont_mech_bandit_name</name>
<icon>ui_inGame2_Nile</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Íåò äàííûõ.</bio>
<class>jup_cont_mech_bandit</class>
<community>bandit</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_1\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1600</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-1200</reputation>
<visual>actors\mnp_npc_remeik\bandit_mechanic_td</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Bandit Trader) -->
<specific_character id="jup_cont_trader_bandit" team_default="1">
<name>jup_cont_trader_bandit_name</name>
<icon>ui_inGame2_Klenov</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Íåò äàííûõ.</bio>
<class>jup_cont_trader_bandit</class>
<community>bandit</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_2\</snd_config>
<rank>2500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1600</reputation>
<visual>actors\mnp_npc_remeik\bandit_trader_td</visual>
<supplies>
[spawn] \n
wpn_spas12 \n
ammo_12x70_buck = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_jup_cont_trader_bandit_meet_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<specific_character id="jup_a12_bandit_chief" team_default = "1">
<name>st_jup_a12_bandit_chief</name>
<icon>ui_inGame2_bandit_3_mask</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a12_bandit_chief</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_1\</snd_config>
<rank>2990</rank>
<reputation>211</reputation>
<money min="1000" max="5000" infinitive="0"/>
<visual>actors\stalker_bandit\stalker_bandit_3_mask</visual>
<supplies>
[spawn] \n
wpn_hpsa \n
ammo_9x19_pbp = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
<start_dialog>jup_a12_bandit_chief_dialog</start_dialog>
<actor_dialog>jup_a12_bandit_chief_actor_self_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="jup_a12_bandit_guard" team_default = "1">
<name>GENERATE_NAME_bandit</name>
<icon>ui_inGame2_bandit_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a12_bandit_guard</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_2\</snd_config>
<rank>288</rank>
<reputation>144</reputation>
<money min="1000" max="5000" infinitive="0"/>
<visual>actors\stalker_bandit\stalker_bandit_1</visual>
<supplies>
[spawn] \n
wpn_mp5 \n
ammo_9x19_fmj = 1 \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="jup_a12_bandit_cashier" team_default = "1">
<name>st_jup_a12_bandit_cashier</name>
<icon>ui_inGame2_bandit_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_a12_bandit_cashier</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_2\</snd_config>
<rank>1597</rank>
<reputation>1114</reputation>
<money min="1000" max="5000" infinitive="0"/>
<visual>actors\stalker_bandit\stalker_bandit_2</visual>
<supplies>
[spawn] \n
wpn_wincheaster1300 \n
ammo_12x70_buck = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Jupiter Factory )======================-->
<!-- (Monolith Mechanic - Jupiter factory) -->
<specific_character id="mechanic_monolith_jup_depo" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith Mechanic.</bio>
<class>mechanic_monolith_jup_depo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>5000</rank>
<reputation>0</reputation>
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
<supplies>
[spawn] \n
wpn_abakan = 1 \n
ammo_5.45x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mechanic_monolith_jup_depo_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Monolith Trader - Jupiter factory) -->
<specific_character id="trader_monolith_jup_depo" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_rabbit</icon>
<!--icon>ui_inGame2_mono_old</icon-->
<map_icon x="1" y="0"></map_icon>
<bio>Monolith, supplying his brothers with equipment.</bio>
<class>trader_monolith_jup_depo</class>
<community>monolith</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>5000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-500</reputation>
<!--visual>actors\mnp_npc_remeik\monolit_jupiter_trader</visual-->
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>meet_guid_jupdepo_mon</actor_dialog>
<actor_dialog>meet_guid_jupdepo_mon_list</actor_dialog>
<actor_dialog>travel_guid_jupdepo_mon_mon</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--Ëèäåð Ñòàëêåðîâ -->
<specific_character id="jup_b1_stalker_1" team_default = "1">
<name>jup_b1_stalker_1</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b1_stalker_1</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>1980</rank>
<reputation>1039</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2_mask</visual>
<supplies>
[spawn] \n
anomaly_scaner \n
wpn_ak74 \n
ammo_5.45x39_fmj = 1 \n
wpn_pm = 1 \n
ammo_9x18_fmj = 1 \n
detector_simple \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Ñòàëêåð 2 -->
<specific_character id="jup_b1_stalker_2" team_default = "1">
<name>jup_b1_stalker_2</name>
<icon>ui_inGame2_neutral_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b1_stalker_2</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>2449</rank>
<reputation>299</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
<supplies>
[spawn] \n
anomaly_scaner \n
wpn_wincheaster1300 \n
ammo_12x76_zhekan = 1 \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs_no_guide.xml"
</specific_character>
<!-- Ñòàëêåð 3 -->
<specific_character id="jup_b1_stalker_3" team_default = "1">
<name>jup_b1_stalker_3</name>
<icon>ui_inGame2_neutral_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b1_stalker_3</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>2462</rank>
<reputation>1723</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
<supplies>
[spawn] \n
anomaly_scaner \n
wpn_ak74u \n
ammo_5.45x39_fmj = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs_no_guide.xml"
</specific_character>
<!-- Ñòàëêåð 4 -->
<specific_character id="jup_b1_stalker_4" team_default = "1">
<name>jup_b1_stalker_4</name>
<icon>ui_inGame2_neutral_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>jup_b1_stalker_4</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>2175</rank>
<reputation>-1620</reputation>
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
<supplies>
[spawn] \n
anomaly_scaner \n
wpn_ak74u \n
ammo_5.45x39_fmj = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs_no_guide.xml"
</specific_character>
</xml>
@@ -0,0 +1,563 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- b36 -->
<specific_character id="pri_b36_monolith_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>1114</rank>
<reputation>1153</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_master_hiding_place" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_master_hiding_place</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>9144</rank>
<reputation>-471</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_protecta = 1 \n
ammo_12x76_zhekan = 1 \n
wpn_desert_eagle = 1 \n
ammo_11.43x23_hydro = 1 \n
pri_b36_monolith_hiding_place_pda = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_marine_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_marine_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>8846</rank>
<reputation>-1033</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_vintorez = 1 \n
ammo_9x39_ap = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_hydro = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<specific_character id="pri_medic_stalker" team_default = "1">
<name>jup_b19_freedom_yar_name</name>
<icon>ui_inGame2_Dyadka_Yar</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_medic_stalker</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
<rank>9389</rank>
<reputation>2309</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_beretta = 1 \n
ammo_9x19_pbp = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Palace of Culture )======================-->
<!-- Rabbit (Monolith Trader) Character Description -->
<specific_character id="pri_monolith_monolith_trader_stalker" team_default="1">
<name>pri_monolith_monolith_trader_stalker_name</name>
<icon>ui_inGame2_monolith_trade</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_trader_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>16846</rank>
<reputation>380</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_monolith\stalker_monolith_2_face_1</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_meet_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<!---------- mlr ----------->
<!--actor_dialog>buy_extra_items</actor_dialog-->
<!---------- mlr ----------->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Cleric (Monolith Mechanic) Character Description -->
<specific_character id="pri_monolith_monolith_mechanic_stalker" team_default="1">
<name>pri_monolith_monolith_mechanic_stalker_name</name>
<icon>ui_inGame2_monolith_tech</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_mechanic_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>14698</rank>
<reputation>-900</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2_face_2</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Eidolon (Elite Monolith Soldier) Character Description - Made by SarisKhan for Lost to the Zone - 20 September 2017 -->
<specific_character id="monolith_eidolon" team_default = "1">
<name>monolith_eidolon_name</name>
<icon>ui_inGame2_monolit_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Perhaps the most infamous Monolith warrior, the one personally responsible for reactivating the Brain Scorcher.</bio>
<class>monolith_eidolon</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>21256</rank>
<reputation>-2000</reputation>
<visual>actors\stalker_radseva_series\stalker_monolith_radseva</visual>
<supplies>
[spawn_loadout] \n
wpn_groza = 1 \n
wpn_val_kobra = 1 \n
wpn_vihr_kobra = 1 \n
[spawn_loadout2] \n
wpn_fort_snag = 1 \n
wpn_gsh18_custom = 1 \n
[spawn] \n
grenade_f1 = 2 \n
detector_elite = 1 \n
af_monolith = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>monolith_eidolon_start</start_dialog>
<actor_dialog>monolith_eidolon_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Charon, in the basement of the Palace of Culture --->
<specific_character id="lider_monolith_haron" team_default="1">
<name>lider_monolith_haron_name</name>
<icon>ui_inGame2_monolit_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>‹èäåð Œîíîëèòà. „åòàëüíàß No information is available.</bio>
<class>lider_monolith_haron</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>22000</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>-3000</reputation>
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron_list</actor_dialog>
<actor_dialog>travel_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>find_blackbox_mlr_reward_haron</actor_dialog>
<!-- SftZ -->
<actor_dialog>ac_charon_0</actor_dialog>
<actor_dialog>ac_charon_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Laundromat )======================-->
<!-- Technician at the Laundromat -->
<specific_character id="pri_a16_mech_mlr" team_default="1">
<name>pri_a16_mech_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_a16_mech_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<rank>4800</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1900</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mask</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Guide in eastern Pripyat -->
<specific_character id="guid_pri_a15_mlr" team_default="1">
<name>guid_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>8000</rank>
<money min="12000" max="17000" infinitive="0"/>
<reputation>1300</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mas2</visual>
<supplies>
[spawn] \n
wpn_svu \n
ammo_7.62x54_7h1 = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_pri_stalker</actor_dialog>
<actor_dialog>travel_guid_pri_stalker</actor_dialog>
<actor_dialog>meet_guid_pri_stalker_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Merchant in eastern Pripyat -->
<specific_character id="trader_pri_a15_mlr" team_default="1">
<name>trader_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>trader_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>6000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1000</reputation>
<visual>actors\stalker_neutral\esc_mechanic_furgon</visual>
<supplies>
[spawn] \n
wpn_desert_eagle \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Yubileiny service center )======================-->
<!-- Monolith Mechanic -->
<specific_character id="mechanic_monolith_kbo" team_default="1">
<name>mechanic_monolith_kbo_name</name>
<icon>ui_inGame2_Bracer</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith Mechanic.</bio>
<class>mechanic_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
<supplies>
[spawn] \n
wpn_abakan = 1 \n
ammo_5.45x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mechanic_monolith_kbo_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Monolith trader -->
<specific_character id="trader_monolith_kbo" team_default="1">
<name>trader_monolith_kbo_name</name>
<icon>ui_inGame2_Olivar</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith, supplying his brothers with equipment.</bio>
<class>trader_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_trader_monolith_kbo_meet_dialog</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon_list</actor_dialog>
<actor_dialog>travel_guid_prikbo_mon_mon</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Bookstore )======================-->
<!-- Trunk (Mercenary Mechanic) -->
<specific_character id="merc_pri_a18_mech_mlr" team_default="1">
<name>merc_pri_a18_mech_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Trunk</icon>
<bio>No information is available.</bio>
<class>merc_pri_a18_mech_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>2100</rank>
<reputation>1</reputation>
<visual>actors\mnp_npc_remeik\merc_black</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
wpn_lr300 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>tech_a18_meet_dialog</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_1</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_2</actor_dialog> <!-- MLR -->
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Griffith (Mercs leader in Book Store) -->
<specific_character id="merc_pri_grifon_mlr" team_default="1">
<name>merc_pri_grifon_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Griffith</icon>
<bio>No information is available.</bio>
<class>merc_pri_grifon_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>5000</rank>
<reputation>-1500</reputation>
<money min="6000" max="12000" infinitive="0"/>
<visual>actors\mnp_npc_remeik\merc_tihiy</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
wpn_sig220 = 1 \n
ammo_11.43x23_hydro = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>grifon_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_merc_pri_grifon_mlr_meet_dialog</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_1</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_2</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Special trader, substituting Nimble as special orders trader -->
<specific_character id="pri_special_trader_mlr" team_default="1">
<name>pri_special_trader_mlr_name</name>
<icon>ui_inGame2_Meeker</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_special_trader_mlr</class>
<community>killer</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>7500</rank>
<money min="100" max="1000" infinitive="0"/>
<reputation>1500</reputation>
<visual>actors\mnp_npc_remeik\killer_leshiy</visual>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>pri_special_trader_mlr1</actor_dialog>
<actor_dialog>pri_special_trader_mlr4</actor_dialog>
<actor_dialog>pri_special_trader_mlr2</actor_dialog>
<actor_dialog>pri_special_trader_mlr3</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,174 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!--======================( Forester Tower )======================-->
<!-- FORESTER -->
<specific_character id="red_forester_tech" team_default="1">
<name>red_forester_name</name>
<icon>ui_inGame2_forester</icon>
<bio>red_forester_name</bio>
<class>red_forester</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>18451</rank>
<reputation>2425</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_lesnik\stalker_lesnik_1</visual>
<supplies>
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
<!--mechanic_mode>1</mechanic_mode-->
<start_dialog>red_forester_hello_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>red_forester_who_are_you</actor_dialog>
<actor_dialog>red_forester_mortal_sin</actor_dialog> <!-- LTTZ -->
<!--actor_dialog>red_forester_about_doc</actor_dialog--> <!-- Mysteries of the zone -->
<actor_dialog>red_forester_about_zone</actor_dialog>
<actor_dialog>red_forester_about_forest</actor_dialog>
<!--actor_dialog>look_for_cs_history_part_2_1</actor_dialog--> <!-- MLR -->
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<!--SftZ -->
<actor_dialog>forester_legendary_0</actor_dialog>
<actor_dialog>forester_legendary_1</actor_dialog>
<actor_dialog>forester_legendary_2</actor_dialog>
<actor_dialog>forester_legendary_5</actor_dialog>
<actor_dialog>forester_legendary_4</actor_dialog>
<actor_dialog>forester_mutanthammer</actor_dialog>
<actor_dialog>forester_legendary_3</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Bridge to Limansk )======================-->
<!-- (Monolith Trader) Character Description -->
<specific_character id="monolith_bridge_trader_mlr" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_rabbit</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Детальная No information is available.</bio>
<class>monolith_bridge_trader_mlr</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-800</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>meet_guid_red_forest_mon</actor_dialog>
<actor_dialog>meet_guid_red_forest_mon_list</actor_dialog>
<actor_dialog>travel_guid_red_forest_mon</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Mine )======================-->
<!-- Stribog - (Sin Trader) -->
<specific_character id="red_greh_trader" team_default="1">
<name>red_greh_trader_name</name>
<icon>ui_inGame2_Stribog</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Детальная No information is available.</bio>
<class>red_greh_trader</class>
<community>greh</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\greh_1\</snd_config>
<rank>4500</rank>
<money min="50000" max="75000" infinitive="1"/>
<reputation>-1800</reputation>
<visual>actors\stalker_greh\stalker_greh_trader</visual>
<supplies>
[spawn] \n
wpn_ak74m_camo = 1 \n
ammo_5.45x39_ap = 2 \n
wpn_mp443 = 1 \n
ammo_9x18_fmj = 2 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>red_greh_trader_start_dialog</start_dialog>
<actor_dialog>red_greh_trader_st</actor_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_red_greh_trader_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_red_greh_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Dazhbog - (Sin Mechanic) -->
<specific_character id="red_greh_tech" team_default="1">
<name>red_greh_tech_name</name>
<icon>ui_inGame2_Dazhbog</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Детальная No information is available.</bio>
<class>red_greh_tech</class>
<community>greh</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\greh_1\</snd_config>
<rank>6300</rank>
<money min="50000" max="75000" infinitive="1"/>
<reputation>-400</reputation>
<visual>actors\stalker_greh\stalker_greh_tech</visual>
<supplies>
[spawn] \n
wpn_mp133 = 1 \n
ammo_12x76_zhekan = 2 \n
wpn_gsh18 = 1 \n
ammo_9x19_fmj = 2 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>red_greh_tech_start_dialog</start_dialog>
<actor_dialog>red_greh_tech_st</actor_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_red_greh_tech_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,362 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Professor Sakharov (Ecologist Trader) Character Description -->
<specific_character id="yan_stalker_sakharov" team_default = "1">
<name>yan_st_sakharov_name</name>
<icon>ui_inGame2_sakharov</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>yan_stalker_sakharov</class>
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>16743</rank>
<reputation>1874</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_ucheniy\stalker_ucheniy_1</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
good_psy_helmet \n
hand_radio = 1 \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>yan_stalker_sakharov_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>sakharov_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_yan_stalker_sakharov_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sakharov_living_legend</actor_dialog>
<actor_dialog>sakharov_living_legend_finish</actor_dialog>
<actor_dialog>sakharov_mortal_sin</actor_dialog>
<actor_dialog>sakharov_mortal_sin_envoy</actor_dialog>
<actor_dialog>sakharov_mortal_sin_report</actor_dialog>
<actor_dialog>sakharov_mortal_sin_ambush</actor_dialog>
<actor_dialog>sakharov_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sakharov_operation_afterglow</actor_dialog>
<actor_dialog>sakharov_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_yan_stalker_sakharov_meet_dialog</actor_dialog>
<actor_dialog>yan_stalker_sakharov_about_brain_scorcher</actor_dialog>
<actor_dialog>yan_stalker_sakharov_bad_psi_helmet</actor_dialog>
<actor_dialog>yan_stalker_sakharov_good_psi_helmet</actor_dialog>
<actor_dialog>yan_stalker_sakharov_upgrade_psi_helmet</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<!-- Stories from the Zone -->
<actor_dialog>sakharov_vybegallo_1</actor_dialog>
<actor_dialog>sakharov_vybegallo_2</actor_dialog>
<actor_dialog>sakharov_vybegallo_3</actor_dialog>
<actor_dialog>sakharov_vybegallo_4</actor_dialog>
<!-- Stories from the Zone -->
<actor_dialog>actor_break_dialog</actor_dialog>
<!-- g0dl1ke -->
</specific_character>
<!-- KRUGLOV -->
<specific_character id="yan_ecolog_kruglov" team_default = "1">
<name>yan_kruglov_name</name>
<icon>ui_inGame2_ecolog_green</icon>
<map_icon x="0" y="6"></map_icon>
<bio>yan_kruglov_bio</bio>
<class>yan_ecolog_kruglov</class>
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
<money min="2000" max="5000" infinitive="0"></money>
<rank>2071</rank>
<reputation>-603</reputation>
<visual>actors\stalker_ecologist\stalker_ecolog_military</visual>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<crouch_type>1</crouch_type>
<supplies>
[spawn] \n
wpn_protecta \n
ammo_12x76_zhekan = 2 \n
wpn_walther \n
ammo_9x19_fmj \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>yan_ecolog_kruglov_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_add_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Assistant Semenov (Ecologist Honcho) Character Description -->
<specific_character id="yan_ecolog_semenov" team_default = "1">
<name>yan_semenov_name</name>
<icon>ui_inGame2_ecolog_orange</icon>
<map_icon x="0" y="6"></map_icon>
<bio>yan_semenov_bio</bio>
<class>yan_ecolog_semenov</class>
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
<money min="600" max="2000" infinitive="0"></money>
<rank>354</rank>
<reputation>-1809</reputation>
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<crouch_type>1</crouch_type>
<supplies>
[spawn] \n
wpn_protecta \n
ammo_12x76_zhekan = 2 \n
wpn_walther \n
ammo_9x19_fmj \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>yan_ecolog_semenov_start_dialog</start_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>dm_companion_leave</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- VASILYEV -->
<specific_character id="yan_ecolog_vasilyev" team_default = "1">
<name>yan_vasilyev_name</name>
<icon>ui_inGame2_ecolog_orange</icon>
<map_icon x="0" y="6"></map_icon>
<bio>yan_vasilyev_bio</bio>
<class>yan_ecolog_vasilyev</class>
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
<rank>20</rank>
<reputation>768</reputation>
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<crouch_type>1</crouch_type>
<supplies>
[spawn] \n
wpn_protecta \n
ammo_12x76_zhekan = 2 \n
wpn_walther \n
ammo_9x19_fmj \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>yan_ecolog_vasilyev_start_dialog</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Bunker mercs -->
<specific_character id="yan_merc_01" team_default = "1">
<name>yan_merc_01</name>
<icon>ui_inGame2_merc_4</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>yan_merc_01</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank>11650</rank>
<reputation>1373</reputation>
<visual>actors\stalker_merc\stalker_merc_4</visual>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
wpn_usp = 1 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
<start_dialog>yan_merc_guards_start</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="yan_merc_02" team_default = "1">
<name>yan_merc_02</name>
<icon>ui_inGame2_merc_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>yan_merc_02</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank>6042</rank>
<reputation>39</reputation>
<visual>actors\stalker_merc\stalker_merc_2</visual>
<supplies>
[spawn] \n
wpn_l85 \n
ammo_5.56x45_ap = 1 \n
wpn_sig220 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<start_dialog>yan_merc_guards_start</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="yan_merc_03" team_default = "1">
<name>yan_merc_03</name>
<icon>ui_inGame2_merc_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>yan_merc_03</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank>5144</rank>
<reputation>837</reputation>
<visual>actors\stalker_merc\stalker_merc_2</visual>
<supplies>
[spawn] \n
wpn_l85 \n
ammo_5.56x45_ap = 1 \n
wpn_sig220 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
</supplies>
<start_dialog>yan_merc_guards_start</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="yan_ghost" team_default = "1">
<name>yan_ghost_name</name>
<icon>ui_inGame2_ghost</icon>
<map_icon x="0" y="6"></map_icon>
<bio>sim_stalker_veteran_bio</bio>
<class>yan_ghost</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>19994</rank>
<reputation>2239</reputation>
<visual>actors\stalker_neutral\stalker_prizrak</visual>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>1</crouch_type>
<supplies>
[spawn] \n
wpn_walther \n
ammo_9x19_fmj \n
main_story_3_lab_x16_documents \n
stalker_outfit \n
</supplies>
</specific_character>
<!-- Peregrine (Military Mechanic) -->
<specific_character id="mechanic_army_yan_mlr" team_default="1">
<name>mechanic_army_yan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>mechanic_army_yan_mlr</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>3500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_abakan \n
ammo_5.45x39_fmj = 3 \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
detector_elite = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>army_yan_mec_about_tool</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Spirit (Military Cooker) -->
<specific_character id="yan_povar_army_mlr" team_default="1">
<name>yan_povar_army_mlr_name</name>
<icon>ui_inGame2_Soldier_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>yan_povar_army_mlr</class>
<community>ecolog</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config>
<rank>600</rank>
<money min="20000" max="20000" infinitive="1"/>
<reputation>998</reputation>
<visual>actors\stalker_soldier\stalker_soldier1b</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_batender</actor_dialog>
<actor_dialog>meet_povar_army</actor_dialog>
<actor_dialog>barter_povar_army</actor_dialog>
<actor_dialog>remember_dyx_barter</actor_dialog>
<!----------SFTZ/brotherhood--------->
<actor_dialog>nr_spirit_corruption_0</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
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<?xml version="1.0" encoding="windows-1251" ?>
<game_dialogs>
<dialog id="ac_charon_0">
<has_info>atomic_crusader_start</has_info>
<dont_has_info>ac_charon_0_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_charon_0_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_charon_0_1</text>
<next>2</next>
<give_info>give_task_father_charon_quest_1_done</give_info>
<action>dialogs_brotherhood_ac.spawn_ac_blue_winter_init</action>
<action>dialogs_brotherhood_ac.spawn_ac_balthazar_init</action>
</phrase>
<phrase id="2">
<text>ac_charon_0_2</text>
<next>3</next>
</phrase>
<phrase id="3">
<text>ac_charon_0_3</text>
<give_info>ac_charon_0_done</give_info>
</phrase>
</phrase_list>
</dialog>
<dialog id="ac_blue_winter_0">
<has_info>ac_charon_0_done</has_info>
<dont_has_info>ac_blue_winter_0_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_blue_winter_0_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_blue_winter_0_1</text>
<next>2</next>
<action>dialogs_brotherhood_ac.give_task_blue_winter_quest_1</action>
<action>dialogs_brotherhood_ac.transfer_money_to_actor_4000</action>
</phrase>
<phrase id="2">
<text>ac_blue_winter_0_2</text>
<next>3</next>
</phrase>
<phrase id="3">
<text>ac_blue_winter_0_3</text>
<give_info>ac_blue_winter_0_done</give_info>
</phrase>
</phrase_list>
</dialog>
<dialog id="ac_blue_winter_1">
<has_info>ac_blue_winter_0_done</has_info>
<dont_has_info>ac_blue_winter_1_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_blue_winter_1_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_blue_winter_1_1</text>
<next>2</next>
<next>4</next>
<next>7</next>
</phrase>
<phrase id="2">
<precondition>dialogs_brotherhood_ac.is_it_night_22_3_no</precondition>
<text>ac_blue_winter_1_2</text>
<next>3</next>
</phrase>
<phrase id="3">
<text>ac_blue_winter_1_3</text>
<next>6</next>
</phrase>
<phrase id="4">
<precondition>dialogs_brotherhood_ac.is_it_night_22_3_yes</precondition>
<text>ac_blue_winter_1_4</text>
<next>5</next>
</phrase>
<phrase id="5">
<text>ac_blue_winter_1_5</text>
<next>9</next>
</phrase>
<phrase id="6">
<text>ac_blue_winter_1_6</text>
<action>dialogs_brotherhood_ac.set_time_after_22h</action>
<action>dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1</action>
<action>dialogs.break_dialog</action>
<give_info>ac_blue_winter_1_done</give_info>
</phrase>
<phrase id="7">
<text>ac_blue_winter_1_7</text>
<next>8</next>
</phrase>
<phrase id="8">
<text>ac_blue_winter_1_8</text>
</phrase>
<phrase id="9">
<text>ac_blue_winter_1_6</text>
<action>dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1</action>
<action>dialogs.break_dialog</action>
<give_info>ac_blue_winter_1_done</give_info>
</phrase>
</phrase_list>
</dialog>
<dialog id="ac_blue_winter_2">
<has_info>ac_blue_winter_1_done</has_info>
<dont_has_info>ac_blue_winter_task_1_stage_3</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_blue_winter_2_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_blue_winter_2_1</text>
</phrase>
</phrase_list>
</dialog>
<dialog id="ac_blue_winter_3">
<has_info>ac_task_1_everyone_dead</has_info>
<dont_has_info>ac_blue_winter_3_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_blue_winter_3_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_blue_winter_3_1</text>
<give_info>ac_blue_winter_3_done</give_info>
<action>dialogs_brotherhood_ac.dismiss_ac_blue_winter_and_balthazar_as_companion_1</action>
</phrase>
</phrase_list>
</dialog>
<dialog id="ac_charon_1">
<has_info>ac_blue_winter_3_done</has_info>
<dont_has_info>ac_charon_1_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>ac_charon_0_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>ac_charon_0_1</text>
<give_info>give_task_blue_winter_quest_1_done</give_info>
<give_info>ac_charon_1_done</give_info>
<action>dialogs_brotherhood_ac.ac_spawn_pri_a25_guards</action>
</phrase>
</phrase_list>
</dialog>
</game_dialogs>
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File diff suppressed because it is too large Load Diff
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<?xml version='1.0' encoding="UTF-8"?>
<xml>
<character id="vybegallo">
<class>vybegallo</class>
</character>
<character id="bellerophon">
<class>bellerophon</class>
</character>
<character id="sarpedon">
<class>sarpedon</class>
</character>
<character id="hunter_orion">
<class>hunter_orion</class>
</character>
<character id="nr_sorokin">
<class>nr_sorokin</class>
</character>
<character id="assault_stalker_leader_esc_5_9">
<class>assault_stalker_leader_esc_5_9</class>
</character>
<character id="assault_csky_leader_esc_5_7">
<class>assault_csky_leader_esc_5_7</class>
</character>
<character id="nr_scamlok">
<class>nr_scamlok</class>
</character>
<character id="zaton_brokkr">
<class>zaton_brokkr</class>
</character>
<character id="zaton_eitri">
<class>zaton_eitri</class>
</character>
<character id="marlo_stanfield">
<class>marlo_Stanfield</class>
</character>
<character id="chris_partlow">
<class>chris_partlow</class>
</character>
<character id="paranoia_man">
<class>paranoia_man</class>
</character>
<character id="zaton_mercenary_1">
<class>zaton_mercenary_1</class>
</character>
<character id="zaton_mercenary_courrier_1">
<class>zaton_mercenary_courrier_1</class>
</character>
<character id="zaton_mercenary_2">
<class>zaton_mercenary_2</class>
</character>
<character id="anna_morphine">
<class>anna_morphine</class>
</character>
<character id="ecologist_sidorovich">
<class>ecologist_sidorovich</class>
</character>
<character id="alyosha_shyogolov">
<class>alyosha_shyogolov</class>
</character>
<character id="nr_vova_bandit_1">
<class>nr_vova_bandit_1</class>
</character>
<character id="nr_pasha_bandit_2">
<class>nr_pasha_bandit_2</class>
</character>
<character id="bh_mozgotlen">
<class>bh_mozgotlen</class>
</character>
<character id="bh_rat_guards_naruchnik">
<class>bh_rat_guards_naruchnik</class>
</character>
<character id="bh_rat_trap_leader">
<class>bh_rat_trap_leader</class>
</character>
<character id="erast_fandorin">
<class>erast_fandorin</class>
</character>
<character id="flavio_becca">
<class>flavio_becca</class>
</character>
<character id="nr_ecologist_rydzyk">
<class>nr_ecologist_rydzyk</class>
</character>
<character id="nr_ecologist_1">
<class>nr_ecologist_1</class>
</character>
<character id="nr_ecologist_2">
<class>nr_ecologist_2</class>
</character>
<character id="nr_ecologist_3">
<class>nr_ecologist_3</class>
</character>
<character id="nr_ambush_1">
<class>nr_ambush_1</class>
</character>
<character id="nr_ambush_2">
<class>nr_ambush_2</class>
</character>
<character id="nr_ambush_3">
<class>nr_ambush_3</class>
</character>
<character id="nr_ambush_4">
<class>nr_ambush_4</class>
</character>
<character id="nr_ambush_5">
<class>nr_ambush_5</class>
</character>
<character id="zaton_achilles">
<class>zaton_achilles</class>
</character>
<character id="sasha_tolstoy">
<class>sasha_tolstoy</class>
</character>
<character id="dolg_vadim_bloodsucker">
<class>dolg_vadim_bloodsucker</class>
</character>
<character id="dolg_sergey_bloodsucker">
<class>dolg_sergey_bloodsucker</class>
</character>
<character id="dolg_sasha_bloodsucker">
<class>dolg_sasha_bloodsucker</class>
</character>
<character id="dolg_artyom_bloodsucker">
<class>dolg_artyom_bloodsucker</class>
</character>
<character id="dolg_ilya_bloodsucker">
<class>dolg_ilya_bloodsucker</class>
</character>
<character id="jupiter_monk">
<class>jupiter_monk</class>
</character>
<character id="nr_iliaz">
<class>nr_iliaz</class>
</character>
<character id="butcher_tug_1">
<class>butcher_tug_1</class>
</character>
<character id="butcher_tug_2">
<class>butcher_tug_2</class>
</character>
<character id="bh_gutalin">
<class>bh_gutalin</class>
</character>
<character id="controller_victim_1">
<class>controller_victim_1</class>
</character>
<character id="nr_dead_convict_2">
<class>nr_dead_convict_2</class>
</character>
<character id="nr_dead_convict_1">
<class>nr_dead_convict_1</class>
</character>
<character id="nr_executioner_2">
<class>nr_executioner_2</class>
</character>
<character id="nr_executioner_1">
<class>nr_executioner_1</class>
</character>
<character id="nr_executioner_3">
<class>nr_executioner_3</class>
</character>
<character id="nr_lyoshik">
<class>nr_lyoshik</class>
</character>
<character id="bh_badger">
<class>bh_badger</class>
</character>
<character id="bh_shlitzer">
<class>bh_shlitzer</class>
</character>
<character id="nr_bezsonik">
<class>nr_bezsonik</class>
</character>
<character id="bh_ironchain">
<class>bh_ironchain</class>
</character>
<character id="nr_trapper_missing_hunter_1">
<class>nr_trapper_missing_hunter_1</class>
</character>
<character id="nr_trapper_missing_hunter_2">
<class>nr_trapper_missing_hunter_2</class>
</character>
<character id="nr_trapper_missing_hunter_3">
<class>nr_trapper_missing_hunter_3</class>
</character>
<character id="nr_sasha_baltunov">
<class>nr_sasha_baltunov</class>
</character>
<character id="nr_starik_murdered">
<class>nr_starik_murdered</class>
</character>
---- Atomic Crusader ----
<character id="ac_pri_medic_monolith">
<class>ac_pri_medic_monolith</class>
</character>
<character id="ac_blue_winter">
<class>ac_blue_winter</class>
</character>
<character id="ac_balthazar">
<class>ac_balthazar</class>
</character>
<character id="ac_melchior">
<class>ac_melchior</class>
</character>
<character id="ac_caspar">
<class>ac_caspar</class>
</character>
</xml>
@@ -0,0 +1,461 @@
;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;--;;;;;;; Items for Stories from the Zone ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;-- Section configs for 'cooking kits' - items which initiate the manual cooking UI. Kits are allowed to use other items as 'materials' boosting cooking efficiency. 19.10.2013 ponney68
;;--==========================< Strange Sausage >=============================
[kolbasa_strange]:booster
$spawn = "food and drugs\kolbasa_strange"
visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf
kind = i_food
description = st_kolbasa_strange_descr
cost = 437
inv_name = st_kolbasa_strange
inv_name_short = st_kolbasa_strange
inv_weight = 0.328
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 63
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0 0.117
angle_offset = 1.570790,1.570790,3.92699
eat_health = -0.048
eat_satiety = 0.732
eat_sleepiness = 0.0192
eat_thirstiness = 0.6
use_sound = interface\inv_eat_paperwrap
[kolbasa_strange_tried]:booster
$spawn = "food and drugs\kolbasa_strange"
visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf
kind = i_food
description = st_kolbasa_strange_tried_descr
cost = 275
inv_name = st_kolbasa_strange_tried
inv_name_short = st_kolbasa_strange_tried
inv_weight = 0.18
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 63
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0 0.117
angle_offset = 1.570790,1.570790,3.92699
eat_health = -0.048
eat_satiety = 0.36
eat_sleepiness = 0.0192
eat_thirstiness = 0.6
use_sound = interface\inv_eat_paperwrap
[kolbasa_strange_unpacked]:kolbasa_strange
$spawn = "devices\monster_items\kolbasa_strange_unpacked"
kind = i_mutant_raw
visual = dynamics\zpf\raw_tushkano.ogf
inv_weight = 0.280
inv_name = st_kolbasa_strange_unpacked
inv_name_short = st_kolbasa_strange_unpacked
description = st_kolbasa_strange_unpacked_description
inv_grid_x = 5
inv_grid_y = 34
cost = 330
eat_health = -0.048
eat_satiety = 0.48
eat_sleepiness = 0.0192
eat_thirstiness = 0.6
use_sound = interface\inv_eat_mutant_food
repair_part_bonus = 0.01
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0 0.117
angle_offset = 1.570790,1.570790,3.92699
[kolbasa_strange_tried_unpacked]:kolbasa_strange_tried
$spawn = "devices\monster_items\kolbasa_strange_unpacked"
kind = i_mutant_raw
visual = dynamics\zpf\raw_tushkano.ogf
inv_weight = 0.280
inv_name = st_kolbasa_strange_tried_unpacked
inv_name_short = st_kolbasa_strange_tried_unpacked
description = st_kolbasa_strange_tried_unpacked_description
inv_grid_x = 5
inv_grid_y = 34
cost = 160
eat_health = -0.048
eat_satiety = 0.28
eat_sleepiness = 0.0192
eat_thirstiness = 0.6
use_sound = interface\inv_eat_mutant_food
repair_part_bonus = 0.01
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0 0.117
angle_offset = 1.570790,1.570790,3.92699
[kolbasa_strange_paper]:tch_quest
kind = i_quest
can_trade = false
quest_item = true
inv_grid_x = 0
inv_grid_y = 14
cost = 0
visual = dynamics\equipments\quest\notes_letter_1.ogf
description = st_kolbasa_strange_paper_descr
inv_name = st_kolbasa_strange_paper_name
inv_name_short = st_kolbasa_strange_paper_name
[bullet_yak]:tch_quest
visual = dynamics\equipments\trade\ammo.ogf
description = st_bullet_yak_descr
inv_name = st_bullet_yak
inv_name_short = st_bullet_yak
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 46
cost = 0
inv_weight = 0.13
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
can_trade = false
kind = i_quest
quest_item = true
[bullet_yak_identify]:tch_quest
visual = dynamics\equipments\trade\ammo.ogf
description = st_bullet_yak_identify_descr
inv_name = st_bullet_yak_identify
inv_name_short = st_bullet_yak_identify
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 46
cost = 0
inv_weight = 0.13
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
can_trade = false
kind = i_quest
quest_item = true
;;--==========================< Shlitzer Questline >=============================
[quest_package_shlitzer]:tch_quest
kind = i_quest
visual = dynamics\equipments\trade\kit_hunt.ogf
story_id = quest_package_shlitzer
;quest_item = true
inv_weight = 15.42
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 77
inv_name = quest_package_shlitzer_name
inv_name_short = quest_package_shlitzer_name
description = quest_package_shlitzer_desc
can_trade = false
cost = 0
[quest_package_shlitzer_2]:tch_quest
kind = i_quest
visual = dynamics\equipments\blue_box.ogf
story_id = quest_package_shlitzer_2
quest_item = true
inv_weight = 18.23
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 77
inv_name = st_quest_package_shlitzer_2_name
inv_name_short = st_quest_package_shlitzer_2_name
description = st_quest_package_shlitzer_2_desc
can_trade = false
cost = 0
;;--==========================< Brotherhood Questline >=============================
[quest_package_vybegallo]:tch_quest
$spawn = "quest_items\quest_package_vybegallo"
kind = i_quest
visual = dynamics\equipments\trade\kit_hunt.ogf
story_id = quest_package_vybegallo
;quest_item = true
inv_weight = 5.42
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 77
inv_name = quest_package_vybegallo_name
inv_name_short = quest_package_vybegallo_name
description = quest_package_vybegallo_desc
can_trade = false
cost = 0
----- Market Share -----
[itm_pda_mercenary_1]:tch_quest
kind = i_quest
visual = dynamics\devices\dev_pda\dev_pda.ogf
can_trade = false
quest_item = true
description = st_pda_mercenary_1_descr
inv_name = st_pda_mercenary_1_name
inv_name_short = st_pda_mercenary_1_name
cost = 0
inv_grid_x = 7
inv_grid_y = 3
upgr_icon_path = ui\actor_items\ui_actor_items_1
upgr_icon_x = 150
upgr_icon_y = 0
upgr_icon_width = 150
upgr_icon_height = 100
[itm_usb_mercenary_1]:tch_quest
quest_item = true
can_trade = false
description = st_itm_usb_mercenary_1_descr
inv_grid_x = 8
inv_grid_y = 3
inv_name = st_itm_usb_mercenary_1_name
inv_name_short = st_itm_usb_mercenary_1_name
kind = i_device
[ms_owl_documents_1]:tch_quest
kind = i_quest
can_trade = false
quest_item = true
visual = dynamics\equipments\quest\notes_document_case_2.ogf
description = st_ms_owl_documents_1_desc
inv_name = st_ms_owl_documents_1_name
inv_name_short = st_ms_owl_documents_1_name
inv_weight = 0.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 15
cost = 0
story_id = ms_owl_documents_1
[quest_package_mercenary_1]:tch_quest
kind = i_quest
visual = dynamics\equipments\blue_box.ogf
story_id = quest_package_mercenary_1
quest_item = true
inv_weight = 15.42
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 77
inv_name = st_quest_package_mercenary_name
inv_name_short = st_quest_package_mercenary_name
description = st_quest_package_mercenary_desc
can_trade = false
cost = 0
[quest_package_mercenary_2]:quest_package_mercenary_1
story_id = quest_package_mercenary_2
inv_weight = 16.21
[quest_package_mercenary_3]:quest_package_mercenary_1
story_id = quest_package_mercenary_3
inv_weight = 13.76
[quest_package_mercenary_4]:quest_package_mercenary_1
story_id = quest_package_mercenary_4
inv_weight = 20.65
[quest_package_mercenary_5]:quest_package_mercenary_1
story_id = quest_package_mercenary_5
inv_weight = 17.58
[quest_package_mercenary_6]:quest_package_mercenary_1
story_id = quest_package_mercenary_6
inv_weight = 18.79
------Vybegallo------
[sakharov_order_vybegallo]:tch_quest
kind = i_quest
can_trade = false
quest_item = true
inv_grid_x = 0
inv_grid_y = 14
cost = 0
visual = dynamics\equipments\trade\book1.ogf
description = st_sakharov_order_vybegallo_descr
inv_name = st_sakharov_order_vybegallo_name
inv_name_short = st_sakharov_order_vybegallo_name
[vybegallo_order_mercenary]:tch_quest
kind = i_quest
can_trade = false
quest_item = true
inv_grid_x = 3
inv_grid_y = 14
cost = 0
visual = dynamics\equipments\quest\notes_letter_1.ogf
description = st_vybegallo_order_mercenary_descr
inv_name = st_vybegallo_order_mercenary_name
inv_name_short = st_vybegallo_order_mercenary_name
[af_grid_prototype]:af_base
$spawn = "artefacts\af_grid_up_s"
kind = i_attach
class = SCRPTART ; будет подпрыгивать
visual = dynamics\equipments\aa\frames
description = st_af_grid_prototype_descr
inv_name = st_af_grid_prototype_name
inv_name_short = st_af_grid_prototype_name
inv_weight = 1.00
inv_grid_x = 2
inv_grid_y = 19
inv_grid_width = 1
inv_grid_height = 1
cost = 24800 ; 6200
1icon_layer_x = 0
1icon_layer_y = 0
1icon_layer_scale = 1
1icon_layer = tch_upgr_ico
jump_height = 0.0
;particles = artefact\af_thermal_idle
det_show_particles = artefact\af_thermal_show
det_hide_particles = artefact\af_thermal_hide
particles_bone = joint2
af_rank = 0
lights_enabled = false
trail_light_color = 0.9,0.4,0.2
trail_light_range = 2.0
attach_angle_offset = 1.922,1.551,-0.740
attach_position_offset = 0.15,0.002,0.25
attach_bone_name = bip01_r_hand
auto_attach = false
;скорости увеличения (уменьшения)
health_restore_speed = 0
radiation_restore_speed = 0
satiety_restore_speed = 0
power_restore_speed = 0
bleeding_restore_speed = 0
hit_absorbation_sect = af_grid_up_absorbation
additional_inventory_weight = 10.97 ;20.97
additional_inventory_weight2 = 10.97 ;20.97
artefact_activation_seq = af_activation_bold
repair_part_bonus = 0.11
tier = 6
[af_grid_up_s_absorbation]
burn_immunity = 0 ;коэффициенты иммунитета
strike_immunity = 0
shock_immunity = -0.032
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0.00862 ; 200 mT
chemical_burn_immunity = 0
explosion_immunity = 0
fire_wound_immunity = 0
------Trapper------
[radio_micro_quest]:tch_quest, booster
visual = dynamics\equipments\trade\radio.ogf
cost = 1770
inv_name = st_radio_micro_quest
inv_name_short = st_radio_micro_quest
story_id = radio_micro_quest
class = WP_SCOPE
description = st_radio_micro_quest_descr
inv_weight = 0.4
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 42
attach_angle_offset = 0.000000, -1.204452, -1.262921
attach_position_offset = 0.081856, -0.035081, 0.011694
attach_bone_name = bip01_l_hand
auto_attach = false
remove_after_use = false
tier = 3
[quest_chimera_bait_brotherhood]:tch_quest
$spawn = "quest_items\quest_chimera_bait_brotherhood"
visual = dynamics\equipments\trade\kit_hunt.ogf
story_id = quest_chimera_bait_brotherhood
class = WP_SCOPE
story_id = quest_chimera_bait_brotherhood
inv_weight = 5.42
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 77
inv_name = quest_chimera_bait_brotherhood_name
inv_name_short = quest_chimera_bait_brotherhood_name
description = quest_chimera_bait_brotherhood_desc
can_trade = false
cost = 0
--- random
[nr_starik_murdered_diary]:tch_quest
can_trade = false
inv_grid_x = 0
inv_grid_y = 14
cost = 0
visual = dynamics\equipments\trade\book1.ogf
description = st_nr_starik_murdered_diary_descr
inv_name = st_nr_starik_murdered_diary_name
inv_name_short = st_nr_starik_murdered_diary_name
--- Alyosha
[bh_mozgotlen_documents]:tch_quest
inv_grid_x = 0
inv_grid_y = 14
cost = 0
visual = dynamics\equipments\trade\book1.ogf
description = st_bh_mozgotlen_documents_descr
inv_name = st_bh_mozgotlen_documents_name
inv_name_short = st_bh_mozgotlen_documents_name
kind = i_quest
can_trade = false
quest_item = true
cost = 0
@@ -0,0 +1,58 @@
;;--==========================< Brotherhood Questline >=============================
;--------------------------------------------------------------------------
[trenchcoat_green_outfit_brotherhood_forester]:outfit_base
kind = i_quest
can_trade = false
quest_item = true
class = EQU_STLK
ef_equipment_type = 3
visual = dynamics\outfit\bandit_commander_outfit
actor_visual = actors\stalker_bandit\stalker_bandit4b.ogf
npc_visual = actors\stalker_bandit\stalker_bandit4b.ogf
player_hud_section = actor_hud_bandit_trench
character_portrait = ui_inGame2_bandit_6d
full_icon_name = npc_icon_dolg_outfit
full_scale_icon = 8, 11
inv_name = st_trenchcoat_green_outfit_brotherhood_forester_name
inv_name_short = st_trenchcoat_green_outfit_brotherhood_forester_name
description = st_trenchcoat_green_outfit_brotherhood_forester_descr
inv_grid_x = 84
inv_grid_y = 18
upgr_icon_x = 1262
upgr_icon_y = 511
upgr_icon_width = 303
upgr_icon_height = 166
upgrades = up_gr_firstab_ps5_1, up_gr_seconab_ps5_1, up_gr_thirdab_ps5_1
installed_upgrades =
upgrade_scheme = up_scheme_ps5_1
community =
kind = o_medium
cost = 45370
inv_weight = 5
additional_inventory_weight = 6
additional_inventory_weight2 = 6
artefact_count = 2
immunities_sect = sect_trenchcoat_brown_outfit_immunities
repair_type = outfit_medium
;repair_part_bonus = 0.21
hit_fraction_actor = 0.45
bones_koeff_protection = actor_armor_duty_suit
control_inertion_factor = 1.2
power_loss = 0.05
burn_protection = 0.15
shock_protection = 0.45
radiation_protection = 0.0115
chemical_burn_protection = 0.042
telepatic_protection = 0.034
strike_protection = 0.40
explosion_protection = 0.5
wound_protection = 0.45
fire_wound_protection = 0.3
@@ -0,0 +1,9 @@
;-------------------------------------------------
; Comrade Catilina - Brotherhood
;
;--------------------------------------------------
[nor_parts_list]
kolbasa_strange= kolbasa_strange_unpacked, kolbasa_strange_paper, breadold
kolbasa_strange_tried = kolbasa_strange_tried_unpacked, kolbasa_strange_paper, breadold
@@ -0,0 +1,150 @@
--- maybe condition decay is too fast? it's 35 instead of 20 (og saiga12)
;------------------------------------------------------------------------------------------------
[wpn_saiga12s_mutanthammer]:wpn_saiga12s
parent_section = wpn_saiga12s_mutanthammer
GroupControlSection = spawn_group
discovery_dependency =
$npc = off
$prefetch = 8
$spawn = "weapons\ak-74"
scheduled = off
inv_name = st_wpn_saiga12s_mutanthammer_name
inv_name_short = st_wpn_saiga12s_mutanthammer_name
description = st_wpn_saiga12s_mutanthammer_descr
kind = w_shotgun
inv_weight = 2.81
cost = 41250
repair_type = shotgun
weapon_class = shotgun
condition_queue_shot_dec = 0.0035
condition_shot_dec = 0.0035
[wpn_saiga12s_mutanthammer_hud]:wpn_saiga12s_hud
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_hud.ogf
[wpn_saiga12s_mutanthammer_1p29]:wpn_saiga12s_mutanthammer
1icon_layer = 1p29
1icon_layer_x = 71
1icon_layer_y = -2
inv_weight = 3.61
hud = wpn_saiga12s_mutanthammer_1p29_hud
visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_1p29.ogf
scope_status = 1
scope_dynamic_zoom = off
scope_texture = wpn_crosshair_1p29
scope_zoom_factor = 15
zoom_rotate_time = 0.3
[wpn_saiga12s_mutanthammer_1p29_hud]:wpn_saiga12s_hud
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_1p29_hud.ogf
[wpn_saiga12s_mutanthammer_kobra]:wpn_saiga12s_mutanthammer
1icon_layer = kobra
1icon_layer_x = 81
1icon_layer_y = 0
inv_weight = 3.21
hud = wpn_saiga12s_mutanthammer_kobra_hud
visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_kobra.ogf
[wpn_saiga12s_mutanthammer_kobra_hud]:wpn_saiga12s_1p29_hud
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_kobra_hud.ogf
[wpn_saiga12s_mutanthammer_ps01]:wpn_saiga12s_mutanthammer
1icon_layer = ps01
1icon_layer_x = 48
1icon_layer_y = 0
inv_weight = 3.41
scope_status = 1
scope_dynamic_zoom = off
scope_texture = wpn_crosshair_pso1
scope_zoom_factor = 15
;------------------------------------------------------------------------------------------------
SVD Cyclops
;------------------------------------------------------------------------------------------------
[wpn_svd_cyclops]:wpn_svd
parent_section = wpn_svd_cyclops
inv_name = st_wpn_svd_cyclops_name
inv_name_short = st_wpn_svd_cyclops_name
description = st_wpn_svd_cyclops_descr
inv_weight = 3.41
cost = 50120
hit_impulse = 45
hit_power = 1.2, 1.2, 1.2, 1.2
hit_type = fire_wound
fire_distance = 1150
bullet_speed = 835
rpm = 55
rpm_empty_click = 200
[wpn_svd_cyclops_hud]:wpn_svd_hud
item_visual = anomaly_weapons\wpn_svd\wpn_svd_hud.ogf
;------------------------------------------------------------------------------------------------
[wpn_svd_cyclops_1p29]:wpn_svd_cyclops
1icon_layer = 1p29
1icon_layer_x = 58
1icon_layer_y = 8
inv_weight = 4.21
hud = wpn_svd_cyclops_1p29_hud
visual = dynamics\weapons\wpn_svd\wpn_svd_1p29.ogf
scope_status = 1
scope_texture = wpn_crosshair_1p29
scope_zoom_factor = 15
zoom_rotate_time = 0.3
[wpn_svd_cyclops_1p29_hud]:wpn_svd_1p29_hud
item_visual = anomaly_weapons\wpn_svd\wpn_svd_1p29_hud.ogf
;------------------------------------------------------------------------------------------------
[wpn_svd_cyclops_kobra]:wpn_svd_cyclops
1icon_layer = kobra
1icon_layer_x = 64
1icon_layer_y = 10
inv_weight = 3.82
hud = wpn_svd_cyclops_kobra_hud
visual = dynamics\weapons\wpn_svd\wpn_svd_kobra.ogf
scope_status = 0
scope_dynamic_zoom = off
[wpn_svd_cyclops_kobra_hud]:wpn_svd_kobra_hud
item_visual = anomaly_weapons\wpn_svd\wpn_svd_kobra_hud.ogf
;------------------------------------------------------------------------------------------------
[wpn_svd_cyclops_ps01]:wpn_svd_cyclops
1icon_layer = ps01
1icon_layer_x = 33
1icon_layer_y = 9
inv_weight = 4.01
hud = wpn_svd_cyclops_pso1_hud
scope_status = 1
scope_dynamic_zoom = on
scope_texture = wpn_crosshair_pso1
scope_zoom_factor = 15
[wpn_svd_cyclops_pso1_hud]:wpn_svd_hud
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,101 @@
;--------------------------
;-- Catilina's Stories from the Zone
;-- Special Characters
;
;--------------------------
--- Atomic Crusader ---
--- Special NPCs ---
[ac_pri_medic_monolith_squad]:online_offline_group
faction = monolith
npc = ac_pri_medic_monolith
npc_in_squad = 1, 1
target_smart = pri_monolith
story_id = ac_pri_medic_monolith_squad
on_death = %+ac_pri_medic_monolith_squad_dead%
[ac_blue_winter_squad]:online_offline_group
faction = monolith
npc = ac_blue_winter
npc_in_squad = 1, 1
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith
story_id = ac_blue_winter_squad
on_death = %+ac_blue_winter_squad_dead%
[ac_balthazar_squad]:online_offline_group
faction = monolith
npc = ac_balthazar
npc_in_squad = 1, 1
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith
story_id = ac_balthazar_squad
on_death = %+ac_balthazar_squad_dead%
[ac_caspar_squad]:online_offline_group
faction = monolith
npc = ac_caspar
npc_in_squad = 1, 1
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3
story_id = ac_caspar_squad
on_death = %+ac_caspar_squad_dead%
[ac_melchior_squad]:online_offline_group
faction = monolith
npc = ac_melchior
npc_in_squad = 1, 1
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3
story_id = ac_melchior_squad
on_death = %+ac_melchior_squad_dead%
--- NPCs
[pri_ac_a25_guard_1]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 3, 4
target_smart = pri_a25_smart_terrain
story_id = pri_ac_a25_guard_1
on_death = %+pri_ac_a25_guard_1_dead%
[pri_ac_a25_guard_2]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 3, 4
target_smart = pri_a25_smart_terrain
story_id = pri_ac_a25_guard_2
on_death = %+pri_ac_a25_guard_2_dead%
[ac_task_3_stalker_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4
npc_in_squad = 4
story_id = ac_task_3_stalker_squad
target_smart = {+ac_task_3_pos_5} pri_b304_monsters_smart_terrain, pri_a16
--- Mutants
[pack_ac_snorks_1]:online_offline_group
faction = monster_special
npc = snork_strong3, snork_normal3, snork_normal3
npc_in_squad = 3, 3
target_smart = pri_a25_smart_terrain
on_death = %+pack_ac_snorks_1_dead%
[pack_ac_snorks_2]:online_offline_group
faction = monster_special
npc = snork_strong3, snork_normal3, snork_strong3
npc_in_squad = 3, 3
target_smart = pri_a25_smart_terrain
on_death = %+pack_ac_snorks_2_dead%
[ac_pri_a25_poltergeist_1_squad]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
npc_in_squad = 1, 1
target_smart = pri_a25_smart_terrain
story_id = ac_pri_a25_poltergeist_1_squad
on_death = %+ac_pri_a25_poltergeist_1_squad_dead%
@@ -0,0 +1,809 @@
;==============================================================
;
; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes)
; Anomaly 1.5.2.
;
; Made by: Catilina
;
;==============================================================
;------------------------------------------------------------------------------------------
; Brotherhood QUESTLINES
;------------------------------------------------------------------------------------------
[give_task_kill_pack_dogs_1]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_task_kill_pack_dogs_1_name
target =
descr = {+delievered_package_vybegallo} give_task_kill_pack_dogs_3_descr, {=actor_has_item(quest_package_vybegallo)} give_task_kill_pack_dogs_2_descr, give_task_kill_pack_dogs_1_descr
status_functor = give_task_kill_pack_dogs_1_status_f
condlist_0 = {+butcher_1_done} complete
on_init =
on_complete = %=inc_faction_goodwill_to_actor(stalker:10) =inc_faction_goodwill_to_actor(csky:5)%
[give_task_kill_pack_boars_1]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_task_kill_pack_boars_1_name
target =
descr = {+pack_boars_1_dead} give_task_kill_pack_boars_2_descr, give_task_kill_pack_boars_1_descr
status_functor = give_task_kill_pack_boars_1_status_f
condlist_0 = {+butcher_2_done} complete
on_init =
on_complete = %=reward_money(5000) =reward_item(meat_boar_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
[give_task_kill_pack_snorks_1]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_task_kill_pack_snorks_1_name
target =
descr = {+pack_snorks_1_dead} give_task_kill_pack_snorks_2_descr, give_task_kill_pack_snorks_1_descr
status_functor = give_task_kill_pack_snorks_1_status_f
condlist_0 = {+butcher_3_done} complete
on_init =
on_complete = %=reward_money(5000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
[give_task_kill_pack_snorks_2]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_task_kill_pack_snorks_2_name
target =
descr = {+bellerophon_2_done} give_task_kill_pack_snorks_2_3_descr, {+pack_snorks_2_dead -bellerophon_dead} give_task_kill_pack_snorks_2_2_descr, give_task_kill_pack_snorks_2_1_descr
status_functor = give_task_kill_pack_snorks_2_status_f
condlist_0 = {+butcher_4_done} complete
on_init =
on_complete = %=reward_money(7000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
[give_rescue_orion_quest]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_rescue_orion_quest_name
target =
descr = {+brotherhood_agru_controller_dead +bellerophon_dead} give_rescue_orion_quest_3_alt_descr, {+brotherhood_agru_controller_dead} give_rescue_orion_quest_3_descr, {+bellerophon_3_done} give_rescue_orion_quest_2_descr, {+bellerophon_dead} give_rescue_orion_quest_1_alt_descr, give_rescue_orion_quest_1_descr
status_functor = give_rescue_orion_quest_status_f
condlist_0 = {+butcher_5_done} complete
on_init = %=spawn_hunter_orion_dead%
on_complete = %=inc_faction_goodwill_to_actor(stalker:80) =inc_faction_goodwill_to_actor(dolg:10)%
;-------------;
; Dolg Quests ;
;-------------;
[give_meet_aspirin_quest_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = false
title = give_meet_aspirin_quest_1_name
target =
descr = give_meet_aspirin_quest_1_descr
condlist_0 = {+give_meet_aspirin_quest_1_done} complete
[give_meet_aspirin_quest_2]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = false
title = give_meet_aspirin_quest_2_name
target =
descr = give_meet_aspirin_quest_2_descr
condlist_0 = {+give_meet_aspirin_quest_2_done} complete
[give_meet_voronin_quest_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = false
title = give_meet_voronin_quest_1_name
target =
descr = give_meet_voronin_quest_1_descr
condlist_0 = {+give_meet_voronin_quest_1_done} complete
[give_dolg_bloodsucker_village_1]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_dolg_bloodsucker_village_1_name
target =
descr = {+give_dolg_bloodsucker_village_1_out_of_time} give_dolg_bloodsucker_village_1_3_descr, {+pack_bloodsuckers_dolg_1_all_dead} give_dolg_bloodsucker_village_1_2_descr, give_dolg_bloodsucker_village_1_1_descr
status_functor = give_dolg_bloodsucker_village_1_status_f
condlist_0 = {+give_dolg_bloodsucker_village_1_done} complete
condlist_1 = {+give_dolg_bloodsucker_village_1_out_of_time} fail
on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true)%
on_complete = %=reward_money(8500) =inc_faction_goodwill_to_actor(dolg:120)%
on_fail = %+give_dolg_bloodsucker_village_1_fail%
[give_dolg_bloodsucker_village_2]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_dolg_bloodsucker_village_2_name
target =
descr = {+bloodsucker_raid_has_killer_patch_fail} give_dolg_bloodsucker_village_2_3_descr, {+bloodsucker_raid_has_killer_patch_done} give_dolg_bloodsucker_village_2_2_descr, give_dolg_bloodsucker_village_2_1_descr
status_functor = give_dolg_bloodsucker_village_2_status_f
condlist_0 = {+give_dolg_bloodsucker_village_2_done} complete
condlist_1 = {+give_dolg_bloodsucker_village_2_day} fail
on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true) =spawn_dolg_vadim_bloodsucker_dead =spawn_dolg_sasha_bloodsucker_dead =spawn_dolg_sergey_bloodsucker_dead%
on_complete = %=inc_faction_goodwill_to_actor(dolg:-110)%
on_fail = %=reward_money(4000)%
[give_dolg_bloodsucker_village_3]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_dolg_bloodsucker_village_3_name
target =
descr = give_dolg_bloodsucker_village_3_1_descr
status_functor = give_dolg_bloodsucker_village_3_status_f
on_init = %=clear_smart_terrain(mil_smart_terrain_8_3:true) =clear_smart_terrain(mil_smart_terrain_7_4:true)%
condlist_0 = {+dolg_ilya_bloodsucker_start_dialog_done} complete
on_complete =
;------------------;
; Legendary Quests ;
;------------------;
[give_forester_hunt_vlad_drakul]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_forester_hunt_vlad_drakul_name
target =
descr = {+forester_news_legendary_3} give_forester_hunt_vlad_drakul_3_descr, {+legendary_bloodsucker_vlad_drakul_dead} give_forester_hunt_vlad_drakul_2_descr, give_forester_hunt_vlad_drakul_1_descr
status_functor = give_hunt_legendary_1_status_f
on_init =
condlist_0 = {+give_forester_hunt_vlad_drakul_done} complete
condlist_1 = {+give_forester_hunt_vlad_drakul_fail} fail
on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:75)%
on_fail =
[give_butcher_legendary_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_butcher_legendary_1_name
target =
descr = {+legendary_pack_boars_calydonian_dead} give_butcher_legendary_1_2_descr, give_butcher_legendary_1_1_descr
status_functor = give_hunt_legendary_2_status_f
on_init =
condlist_0 = {+give_butcher_legendary_1_done} complete
condlist_1 = {+player_fled_from_calydonian_boar} fail
on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:50) =inc_faction_goodwill_to_actor(csky:50) =reward_money(10000)%
on_fail = %=release_legendary_hunt_2()%
;------------------------------------------------------------------------------------------
; Doctor Alyosha Shyogolov QUESTLINES
;------------------------------------------------------------------------------------------
[give_alyosha_shyogolov_trouble_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_alyosha_shyogolov_trouble_1_name
target =
descr = {+alyosha_shyogolov_1_you_arrived} give_alyosha_shyogolov_trouble_1_3_descr, {+alyosha_shyogolov_1_go} give_alyosha_shyogolov_trouble_1_2_descr, give_alyosha_shyogolov_trouble_1_1_descr
status_functor = give_alyosha_shyogolov_trouble_1_status_f
on_init = %=clear_smart_terrain(agr_smart_terrain_6_4:true) =create_squad(alyosha_shyogolov_squad:agr_smart_terrain_6_4) =clear_smart_terrain(agr_smart_terrain_5_3:true)%
condlist_0 = {+alyosha_shyogolov_0_new_done} complete
on_complete =
[give_alyosha_shyogolov_trouble_2]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_alyosha_shyogolov_trouble_2_name
target =
descr = {=actor_has_item(bh_mozgotlen_documents)} give_alyosha_shyogolov_trouble_2_2_descr, give_alyosha_shyogolov_trouble_2_1_descr
status_functor = give_alyosha_shyogolov_trouble_2_status_f
on_init = %=clear_smart_terrain(agr_smart_terrain_5_7:true) =clear_smart_terrain(agr_smart_terrain_4_6:true) =clear_smart_terrain(mar_smart_terrain_7_3:true)%
condlist_0 = {+give_alyosha_shyogolov_trouble_2_done} complete
on_complete =
[give_alyosha_shyogolov_trouble_3]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_alyosha_shyogolov_trouble_3_name
target =
descr = {+nr_bandits_squads_dead_1} give_alyosha_shyogolov_trouble_3_3_descr, {+alyosha_shyogolov_retreat_1} give_alyosha_shyogolov_trouble_3_2_descr, give_alyosha_shyogolov_trouble_3_1_descr
status_functor = give_alyosha_shyogolov_trouble_3_status_f
on_init = %=clear_smart_terrain(jup_sim_13:true)%
condlist_0 = {+alyosha_shyogolov_trouble_3_done} complete
on_complete =
[give_alyosha_shyogolov_trouble_4]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_alyosha_shyogolov_trouble_4_name
target =
descr =
status_functor = give_alyosha_shyogolov_trouble_4_status_f
on_init =
condlist_0 = {+alyosha_shyogolov_trouble_4_done} complete
on_complete =
[give_alyosha_shyogolov_trouble_5]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_alyosha_shyogolov_trouble_5_name
target =
descr =
status_functor = give_alyosha_shyogolov_trouble_5_status_f
on_init =
condlist_0 = {+alyosha_shyogolov_trouble_5_done} complete
on_complete =
;------------------------------------------------------------------------------------------
; Vybegallo QUESTLINES
;------------------------------------------------------------------------------------------
[give_vybegallo_pseudogiant]
icon = ui_icons_cordon22
prior = 72
storyline = false
title = bring_pseudogiant_vybegallo_name
descr = bring_part_vybegallo_descr
target =
condlist_0 = {+vybegallo_quest_1_done} complete
condlist_1 = {+vybegallo_sakharov_order_done} fail
[give_meet_vybegallo_quest]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_meet_vybegallo_quest_name
target =
descr = give_meet_vybegallo_quest_descr
condlist_0 = {+give_meet_vybegallo_quest_done} complete
[give_sakharov_order_vybegallo_quest]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_sakharov_order_vybegallo_quest_name
target =
descr = {+vybegallo_sakharov_order_done} give_sakharov_order_vybegallo_quest_2_descr, give_sakharov_order_vybegallo_quest_1_descr
condlist_0 = {+give_sakharov_order_vybegallo_quest_done} complete
on_complete = %=spawn_vybegallo_order_mercenary =spawn_vybegallo_order_mercenary_2 =reward_item(medkit) =reward_item(antirad) =reward_money(1000)%
[give_vybegallo_must_die]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 99
storyline = true
title = give_vybegallo_must_die_name
target =
descr = {+vybegallo_dead} give_vybegallo_must_die_2_descr, give_vybegallo_must_die_1_descr
condlist_0 = {+give_vybegallo_must_die_done} complete
on_complete = %=reward_item(af_cooler_up) =reward_money(7500)%
[give_vybegallo_satisfied_man]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 99
storyline = true
title = give_vybegallo_satisfied_man_name
target =
descr = {+satisfied_man_dead} give_vybegallo_satisfied_man_2_descr, give_vybegallo_satisfied_man_1_descr
status_functor = give_vybegallo_satisfied_man_status_f
condlist_0 = {+give_vybegallo_satisfied_man_done} complete
on_complete = %=reward_money(10000)%
;--------------------;
; Bellerophon Quests ;
;--------------------;
[give_task_bellerophon_chimera_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = true
title = give_task_bellerophon_chimera_1_name
target =
descr = {+bellerophon_chimera_1_dead} give_task_bellerophon_chimera_1_3_descr, {+bellerophon_7_done} give_task_bellerophon_chimera_1_2_descr, give_task_bellerophon_chimera_1_1_descr
status_functor = give_task_bellerophon_chimera_1_status_f
condlist_0 = {+give_task_bellerophon_chimera_1_done} complete
condlist_1 = {+bellerophon_dead} fail
on_complete =
;--------------------;
; Trapper Quests ;
;--------------------;
[give_task_trapper_chimera_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = false
title = give_task_trapper_chimera_1_name
target =
descr = {+trapper_chimera_1_dead} give_task_trapper_chimera_1_4_descr, {+trapper_chimera_1_init} give_task_trapper_chimera_1_3_descr, {+trapper_chimera_1_done} give_task_trapper_chimera_1_2_descr, give_task_trapper_chimera_1_1_descr
status_functor = give_task_trapper_chimera_1_status_f
condlist_0 = {+give_task_trapper_chimera_1_done} complete
on_complete = %=reward_money(8750) =inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)%
[give_task_trapper_chimera_2]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = false
title = give_task_trapper_chimera_2_name
target =
descr = {+trapper_chimera_2_dead} give_task_trapper_chimera_2_6_descr, {+trapper_chimera_2_recording_done_success} give_task_trapper_chimera_2_5_descr, {+trapper_chimera_7_done} give_task_trapper_chimera_2_4_descr, {+trapper_chimera_record_in_place} give_task_trapper_chimera_2_3_descr, {+trapper_chimera_2_init} give_task_trapper_chimera_2_2_descr, {+trapper_chimera_2_back} give_task_trapper_chimera_2_7_descr, give_task_trapper_chimera_2_1_descr
status_functor = give_task_trapper_chimera_2_status_f
condlist_0 = {+give_task_trapper_chimera_2_done} complete
on_complete = %=inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)%
--- Missing Hunters
[give_task_trapper_missing_hunter_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = false
title = give_task_trapper_missing_hunter_1_name
target =
descr = {+give_task_trapper_missing_hunter_1_all} give_task_trapper_missing_hunter_1_3_descr, {+trapper_missing_hunter_1_mutant_init} give_task_trapper_missing_hunter_1_2_descr, give_task_trapper_missing_hunter_1_1_descr
status_functor = give_task_trapper_missing_hunter_1_status_f
condlist_0 = {+give_task_trapper_missing_hunter_1_done} complete
on_complete = %=reward_money(3750) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)%
[give_task_trapper_missing_hunter_2]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = false
title = give_task_trapper_missing_hunter_2_name
target =
descr = {+give_task_trapper_missing_hunter_2_all} give_task_trapper_missing_hunter_2_4_descr, {+give_task_trapper_missing_hunter_2_mutants_dead} give_task_trapper_missing_hunter_2_3_descr, {+give_task_trapper_missing_hunter_2_found} give_task_trapper_missing_hunter_2_2_descr, give_task_trapper_missing_hunter_2_1_descr
status_functor = give_task_trapper_missing_hunter_2_status_f
condlist_0 = {+give_task_trapper_missing_hunter_2_done} complete
on_complete = %=reward_money(5750) =inc_faction_goodwill_to_actor(stalker:45) =inc_faction_goodwill_to_actor(freedom:25)%
[give_task_trapper_missing_hunter_3]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 90
storyline = false
title = give_task_trapper_missing_hunter_3_name
target =
descr = {+give_task_trapper_missing_hunter_3_mutants_dead} give_task_trapper_missing_hunter_3_3_descr, {+trapper_missing_hunter_3_mutant_init} give_task_trapper_missing_hunter_3_2_descr, give_task_trapper_missing_hunter_3_1_descr
status_functor = give_task_trapper_missing_hunter_3_status_f
condlist_0 = {+give_task_trapper_missing_hunter_3_done} complete
on_complete = %=reward_money(4250) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)%
;------------------------------------------------------------------------------------------
; Cordon QUESTLINES
;------------------------------------------------------------------------------------------
[give_sidorovich_railway_assault]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_sidorovich_railway_assault_name
target =
descr = {+bandit_reinforcment_esc_6_8_dead} give_sidorovich_railway_assault_5_descr, {+bandit_guards_esc_6_8_dead} give_sidorovich_railway_assault_4_descr, {+esc_railway_assault_go} give_sidorovich_railway_assault_3_descr, {+esc_railway_assault_ready} give_sidorovich_railway_assault_2_descr, give_sidorovich_railway_assault_1_descr
status_functor = give_sidorovich_railway_assault_status_f
condlist_0 = {+esc_railway_assault_done} complete
on_init = %=clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)%
on_complete = %=reward_money(3500) =inc_faction_goodwill_to_actor(stalker:25)%
[give_sidorovich_railway_assault_2]
icon = ui_inGame2_Laboratoriya_X8
prior = 75
storyline = false
title = give_sidorovich_railway_assault_2_name
target =
descr = {+bandit_guards_esc_6_8_dead +bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_3_descr, {+bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_2_descr, give_sidorovich_railway_assault_2_1_descr
status_functor = give_sidorovich_railway_assault_2_status_f
condlist_0 = {+esc_railway_assault_done} complete
on_init = %=clear_smart_terrain(esc_smart_terrain_7_11:true) =clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)%
on_complete = %=reward_money(5000) =inc_faction_goodwill_to_actor(stalker:50)%
[give_task_bh_gutalin_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_task_bh_gutalin_1_name
descr = {+bh_gutalin_squad_dead} give_task_bh_gutalin_1_2_descr, give_task_bh_gutalin_1_1_descr
target =
status_functor = give_task_bh_gutalin_1_status_f
condlist_0 = {+give_task_bh_gutalin_1_done} complete
on_init =
on_complete = %=reward_money(2500) =reward_item(salmon) =reward_item(raisins) =reward_item(vodka_quality)%
[give_shlitzer_smuggling_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_shlitzer_smuggling_1_name
descr = {+bh_badger_deal_done} give_shlitzer_smuggling_1_3_descr, {+bh_shlitzer_smuggling_done} give_shlitzer_smuggling_1_2_descr, give_shlitzer_smuggling_1_1_descr
target =
status_functor = give_shlitzer_smuggling_1_status_f
condlist_0 = {+give_shlitzer_smuggling_1_done} complete
condlist_1 = {+bh_shlitzer_fail_1} fail
on_init = %=create_squad(bh_badger_squad:esc_smart_terrain_3_16)%
on_complete = %=reset_bh_badger_logic%
[give_shlitzer_smuggling_2]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_shlitzer_smuggling_2_name
descr = give_shlitzer_smuggling_2_1_descr
target =
status_functor = give_shlitzer_smuggling_2_status_f
condlist_0 = {+give_shlitzer_smuggling_2_done} complete
condlist_1 =
on_init =
on_complete =
[give_shlitzer_smuggling_3]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_shlitzer_smuggling_3_name
descr = give_shlitzer_smuggling_3_1_descr
target =
status_functor = give_shlitzer_smuggling_3_status_f
condlist_0 = {+give_shlitzer_smuggling_3_done} complete
condlist_1 =
on_init =
on_complete =
;------------------------------------------------------------------------------------------
; Marketshare QUESTLINES
;------------------------------------------------------------------------------------------
[give_meet_marlo_chris_quest_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 100
storyline = false
title = give_meet_marlo_chris_quest_1_name
target =
descr = give_meet_marlo_chris_quest_1_descr
condlist_0 = {+give_meet_marlo_chris_quest_1_done} complete
[give_meet_marlo_chris_quest_2]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 100
storyline = false
title = give_meet_marlo_chris_quest_2_name
target =
descr = give_meet_marlo_chris_quest_2_descr
condlist_0 = {+give_meet_marlo_chris_quest_2_done} complete
[give_meet_marlo_chris_quest_3]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 100
storyline = false
title = give_meet_marlo_chris_quest_3_name
target =
descr = give_meet_marlo_chris_quest_3_descr
condlist_0 = {+give_meet_marlo_chris_quest_3_done} complete
[give_marlo_pda]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_marlo_pda_name
descr = {=actor_has_item(itm_pda_mercenary_1)} bring_pda_marlo_3_descr, {+zaton_mercenary_1_dead} bring_pda_marlo_2_descr, bring_pda_marlo_1_descr
target =
condlist_0 = {+give_marlo_pda_done} complete
on_init =
on_complete = %=reward_item(light_repair_kit) =reward_item(toolkit_r5)%
[give_intercept_courrier_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_intercept_courrier_1_name
descr = {=actor_has_item(itm_usb_mercenary_1)} bring_usb_marlo_2_descr, bring_usb_marlo_1_descr
target =
condlist_0 = {+give_intercept_courrier_1_done} complete
on_init = %=clear_smart_terrain(jup_sim_2:true) =create_squad(zaton_mercenary_courrier_1_squad:jup_sim_2)%
on_complete =
[give_intercept_courrier_2]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_intercept_courrier_2_name
descr = {+zaton_mercenary_2_delivered} bring_usb_marlo_2_2_descr, bring_usb_marlo_2_1_descr
target =
condlist_0 = {+give_intercept_courrier_2_done} complete
on_init = %=create_squad(zaton_mercenary_2_squad:zat_b40_smart_terrain)%
on_complete = %=reward_money(7000)%
[give_intercept_delivery_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_intercept_delivery_1_name
descr = {+jupiter_mercenary_1_squad_dead} give_intercept_delivery_1_2_descr, give_intercept_delivery_1_1_descr
target =
condlist_0 = {+give_intercept_delivery_1_done} complete
on_init = %=spawn_mercenary_supplies_1 =spawn_mercenary_supplies_2 =spawn_mercenary_supplies_3 =spawn_mercenary_supplies_4 =spawn_mercenary_supplies_5 =spawn_mercenary_supplies_6 =clear_smart_terrain(jup_b202:true) =clear_smart_terrain(jup_b207:true) =create_squad(jupiter_stalker_assault_leader_squad:jup_a6) =create_squad(jupiter_stalker_assault_1_squad:jup_a6) =create_squad(jupiter_mercenary_1_squad:jup_b207)%
on_complete = %=reward_money(7000)%
---- Stage 2 ----
[give_hostile_takeover_main]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_hostile_takeover_main_name
descr = give_hostile_takeover_main_descr
target =
condlist_0 = {+give_hostile_takeover_main_done} complete
on_init =
on_complete =
[give_diplomatic_takeover_main]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_diplomatic_takeover_main_name
descr = give_diplomatic_takeover_main_descr
target =
condlist_0 = {+give_diplomatic_takeover_main_done} complete
on_init =
on_complete =
;------------------------------------------------------------------------------------------
; Fake Artifact QUESTLINES
;------------------------------------------------------------------------------------------
[give_sidorovich_fake_artifact_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_sidorovich_fake_artifact_1_name
descr = give_sidorovich_fake_artifact_1_descr
target =
condlist_0 = {+give_sidorovich_fake_artifact_done} complete
on_init = %=create_squad(ecologist_sidorovich_squad:esc_smart_terrain_2_12)%
on_complete = %=reward_money(25000)%
[give_tambov_debt_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_tambov_debt_1_name
descr = give_tambov_debt_1_descr
target =
condlist_0 = {+bandit_debt_tambov_1_dead} complete
on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_1:val_smart_terrain_4_0)%
on_complete = %=tambov_debt_1_info()%
[give_tambov_debt_2]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_tambov_debt_2_name
descr = {+bandit_debt_tambov_2_dead} give_tambov_debt_2_2_descr, give_tambov_debt_2_1_descr
target = {+bandit_debt_tambov_2_dead} ecologist_sidorovich
condlist_0 = {+give_tambov_debt_2_done} complete
on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_2:val_smart_terrain_4_0)%
on_complete =
;------------------------------------------------------------------------------------------
; What a night QUESTLINES
;------------------------------------------------------------------------------------------
[give_what_a_night]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_what_a_night_name
descr = give_what_a_night_descr
target =
condlist_0 = {+give_what_a_night_done} complete
on_init = %=spawn_blackout_knife =spawn_blackout_shotgun%
on_complete =
[give_task_bezsonik_1]
icon = ui_icons_cordon22
prior = 80
storyline = false
title = give_task_bezsonik_1_name
descr = {+pack_dogs_bezsonik_1_dead}give_task_bezsonik_1_2_descr, give_task_bezsonik_1_1_descr
target =
status_functor = give_task_bezsonik_1_status_f
condlist_0 = {+nr_bezsonik_0_done} complete
on_init =
on_complete =
;------------------------------------------------------------------------------------------
; Rush to the North
;------------------------------------------------------------------------------------------
[give_task_fanat_rookie_training_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_task_fanat_rookie_training_1_name
target =
descr = {+nr_iliaz_3_done} give_task_fanat_rookie_training_1_7_descr, {+nr_ilyaz_artifact_back} give_task_fanat_rookie_training_1_6_descr, {+nr_iliaz_2_done} give_task_fanat_rookie_training_1_5_descr, {+nr_iliaz_arrived_1} give_task_fanat_rookie_training_1_4_descr, {+nr_iliaz_1_done} give_task_fanat_rookie_training_1_3_descr, {+nr_iliaz_0_done} give_task_fanat_rookie_training_1_2_descr, give_task_fanat_rookie_training_1_1_descr
status_functor = give_task_fanat_rookie_training_1_status_f
condlist_0 = {+nr_iliaz_4_done} complete
condlist_1 = {+nr_iliaz_squad_dead} fail
on_complete = %=inc_faction_goodwill_to_actor(stalker:100)%
[give_task_escort_sorokin_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 55
storyline = true
title = give_task_escort_sorokin_1_name
target =
descr = {+sorokin_1_you_arrived} give_task_escort_sorokin_1_2_descr, give_task_escort_sorokin_1_1_descr
status_functor = give_task_escort_sorokin_1_status_f
on_init =
condlist_0 = {+nr_sorokin_2_done} complete
on_complete =
condlist_1 = {+nr_sorokin_dead} fail
[give_task_join_scamlok_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_task_join_scamlok_1_name
target =
descr = {+nr_fool_you_arrived} give_task_join_scamlok_1_2_descr, give_task_join_scamlok_1_1_descr
status_functor = give_task_join_scamlok_1_status_f
on_init =
condlist_0 = {+give_task_join_scamlok_1_done} complete
on_complete =
;--------------------;
; Strange Meat ;
;--------------------;
[give_task_nr_strange_meat]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 140
storyline = true
title = give_task_nr_strange_meat_name
target =
descr = give_task_nr_strange_meat_1_descr
status_functor = give_task_nr_strange_meat_status_f
on_init = %=spawn_yak_dead%
condlist_0 = {+give_task_nr_strange_meat_done} complete
on_complete =
;--------------------;
; Like Rats ina Trap ;
;--------------------;
[give_like_rats_trap_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 75
storyline = false
title = give_like_rats_trap_1_name
target =
descr = give_like_rats_trap_1_1_descr
status_functor = give_like_rats_trap_1_status_f
on_init = %=clear_smart_terrain(agr_u_bandits:true) =create_squad(bh_agr_u_bandits_leader_squad:agr_u_bandits) =create_squad(bh_agr_u_bandits_1_squad:agr_u_bandits)%
condlist_0 = {+give_like_rats_trap_1_done} complete
on_complete =
@@ -0,0 +1,49 @@
;==============================================================
;
; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes)
; Anomaly 1.5.2.
;
; Made by: Catilina
;
;==============================================================
;------------------------------------------------------------------------------------------
; Atomic Crusader QUESTLINES
;------------------------------------------------------------------------------------------
[give_task_father_charon_quest_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_task_father_charon_quest_1_name
target =
descr = give_task_father_charon_quest_1_descr
condlist_0 = {+give_task_father_charon_quest_1_done} complete
[give_task_blue_winter_quest_1]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_task_blue_winter_quest_1_name
target =
descr = {+ac_blue_winter_3_done} give_task_blue_winter_quest_1_5_descr, {+ac_task_1_everyone_dead} give_task_blue_winter_quest_1_4_descr, {+ac_blue_winter_task_1_stage_3} give_task_blue_winter_quest_1_3_descr, {+ac_blue_winter_1_done} give_task_blue_winter_quest_1_2_descr, give_task_blue_winter_quest_1_1_descr
status_functor = give_task_blue_winter_quest_1_status_f
condlist_0 = {+give_task_blue_winter_quest_1_done} complete
on_complete = %=reward_money(3500)%
[give_task_blue_winter_quest_3]
icon = ui_iconsTotal_bar_crazy_veterans_quest
prior = 20
storyline = true
title = give_task_blue_winter_quest_3_name
target =
descr = give_task_blue_winter_quest_3_1_descr
status_functor = give_task_blue_winter_quest_3_status_f
condlist_0 = {+give_task_blue_winter_quest_3_done} complete
on_complete = %=reward_money(3500)%
@@ -0,0 +1,27 @@
[smart_terrain] ;agr_smart_terrain_1_3 ;;àíîìàëèÿ, áîëîòî, äåðåâÿííûé äîìèê.
squad_id = 2
max_population = {+agr_snork_infestion} 2, 1
respawn_params = respawn@agr_smart_terrain_1_3
respawn_idle = 86400
[respawn@agr_smart_terrain_1_3] ;-- Type: spawn_all_weak
spawn_all_weak
spawn@snork_inf
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_1
spawn_num = {+agr_snork_infestion} 1, 0
[exclusive]
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
@@ -0,0 +1,21 @@
[smart_terrain]
squad_id = 6
max_population = {+agr_snork_infestion} 4, 3
respawn_params = respawn@agr_smart_terrain_2_2
respawn_idle = 86400
[respawn@agr_smart_terrain_2_2] ;-- Type: spawn_mutants_rare
spawn_mutants_rare
spawn@snork_inf
[spawn_mutants_rare]
spawn_squads = simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-mutants-rare
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_1
spawn_num = {+agr_snork_infestion} 1, 0
@@ -0,0 +1,37 @@
[smart_terrain]; agr_smart_terrain_4_4
squad_id = 7
max_population = 2
respawn_params = respawn@agr_smart_terrain_4_4
respawn_idle = 86400
[respawn@agr_smart_terrain_4_4]
spawn_stalker1
[spawn_stalker1]
spawn_squads = ecolog_sim_squad_advanced, duty_sim_squad_advanced
spawn_num = {~50}1, 0
[exclusive]
;----StfZ
sarpedon_logic = brotherhood\agroprom_logic.ltx
bellerophon_logic_2 = garbage\brotherhood_logic.ltx
alyosha_shyogolov_2 = brotherhood\agroprom_logic.ltx
vybegallo = brotherhood\agroprom_logic.ltx
bh_rat_guards_1 = brotherhood\agroprom_logic.ltx
bh_rat_guards_2 = brotherhood\agroprom_logic.ltx
bh_rat_guards_3 = brotherhood\agroprom_logic.ltx
bh_rat_guards_4 = brotherhood\agroprom_logic.ltx
bh_rat_guards_5 = brotherhood\agroprom_logic.ltx
bh_rat_guards_6 = brotherhood\agroprom_logic.ltx
;----StfZ
agr_smart_terrain_4_4_camp_work_1 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
agr_smart_terrain_4_4_camp_work_2 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
agr_smart_terrain_4_4_camp_work_3 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
agr_smart_terrain_4_4_camp_work_4 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
agr_smart_terrain_4_4_camp_work_5 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
@@ -0,0 +1,31 @@
[smart_terrain]
squad_id = 11
max_population = {+agr_snork_infestion} 4, 3
respawn_params = respawn@agr_smart_terrain_4_6
respawn_idle = 86400
[respawn@agr_smart_terrain_4_6] ;-- Type: spawn_all_weak + spawn_all_normal
spawn_all_weak
spawn_all_normal
spawn@snork_inf
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 2
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_3_weak
spawn_num = {+agr_snork_infestion} 1, 0
[exclusive]
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
@@ -0,0 +1,25 @@
[smart_terrain] ;agr_smart_terrain_5_2 ;;ëåñ-ïîëÿíà íà ñåâåðî-âîñòîêå
squad_id = 12
max_population = {+agr_snork_infestion} 3, 2
respawn_params = respawn@agr_smart_terrain_5_2
respawn_idle = 86400
[respawn@agr_smart_terrain_5_2] ;-- Type: c_2
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
spawn@snork_inf
[spawn_all_hard_c_2_1]
spawn_squads = simulation_fracture, simulation_fracture, simulation_lurker, simulation_lurker_1_2, simulation_snork_2_3, simulation_snork_2_3, simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_chimera, simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-hard
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2]
spawn_squads = simulation_chimera, simulation_gigant, simulation_psy_dog_squad, simulation_poltergeist, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-worst
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_2_strong
spawn_num = {+agr_snork_infestion} 1, 0
@@ -0,0 +1,24 @@
[smart_terrain]
squad_id = 17
max_population = {+agr_snork_infestion} 2, 1
respawn_params = respawn@agr_smart_terrain_5_4
respawn_idle = 172800
[respawn@agr_smart_terrain_5_4]
spawn_mutants_psy
spawn@snork_inf
[spawn_mutants_psy]
spawn_squads = simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-mutants-psy
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_2_strong
spawn_num = {+agr_snork_infestion} 1, 0
[exclusive]
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
@@ -0,0 +1,25 @@
[smart_terrain]
squad_id = 14
max_population = {+agr_snork_infestion} 3, 2
respawn_params = respawn@agr_smart_terrain_5_7
respawn_idle = 86400
[respawn@agr_smart_terrain_5_7] ;-- Type: spawn_all_weak + spawn_all_normal
spawn_all_weak
spawn_all_normal
spawn@snork_inf
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 1
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_1
spawn_num = {+agr_snork_infestion} 1, 0
@@ -0,0 +1,26 @@
[smart_terrain] ;agr_smart_terrain_6_4
squad_id = 15
max_population = 2
respawn_params = respawn@agr_smart_terrain_6_4
respawn_idle = 86400
[respawn@agr_smart_terrain_6_4]
spawn_all_normal
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = 1
[exclusive]
alyosha_shyogolov = brotherhood\agroprom_logic.ltx
agr_smart_terrain_6_4_camp_work_1 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
agr_smart_terrain_6_4_camp_work_2 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
agr_smart_terrain_6_4_camp_work_3 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
agr_smart_terrain_6_4_camp_work_4 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
agr_smart_terrain_6_4_camp_work_5 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
@@ -0,0 +1,20 @@
[smart_terrain] ;agr_smart_terrain_7_5 ;;Óçêàÿ íîðà ñíîðêîâ íà õîëìå ó ïåðåõîäà íà Ñâàëêó.
squad_id = 16
max_population = {+agr_snork_infestion} 3, 2
respawn_params = respawn@agr_smart_terrain_7_5
respawn_idle = 86400
[respawn@agr_smart_terrain_7_5] ;-- Type: spawn_all_normal
spawn_all_normal
spawn@snork_inf
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = 1
[spawn@snork_inf]
spawn_squads = pack_snorks_smart_2_strong
spawn_num = {+agr_snork_infestion} 1, 0
@@ -0,0 +1,20 @@
[smart_terrain]
squad_id = 1
max_population = 1
[exclusive]
agr_u_bandits_squad_1 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_2 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_3 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_4 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_5 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_6 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_7 = agroprom_underground\agr_u_bandits_logic.ltx
bh_rat_trap_1 = brotherhood\agroprom_underground_logic.ltx
bh_rat_trap_2 = brotherhood\agroprom_underground_logic.ltx
bh_rat_trap_3 = brotherhood\agroprom_underground_logic.ltx
bh_rat_trap_4 = brotherhood\agroprom_underground_logic.ltx
bh_rat_trap_5 = brotherhood\agroprom_underground_logic.ltx
bh_rat_trap_6 = brotherhood\agroprom_underground_logic.ltx
@@ -0,0 +1,32 @@
[smart_terrain]
squad_id = 5
max_population = 2
respawn_params = respawn@agr_u_soldiers
respawn_idle = 60000
respawn_radius = 300
[respawn@agr_u_soldiers]
spawn_controller
[spawn_controller]
spawn_squads = simulation_controller, simulation_psysucker, simulation_karlik, simulation_bur_5rat_day, simulation_contr_5zomb_weak
spawn_num = {+agru_add_reward_2} 1, 0
[exclusive]
agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx
agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_logic.ltx
; agru_end_poltergeist_squad_1 = agroprom_underground\agru_end_poltergeist_1.ltx
; agru_end_poltergeist_squad_2 = agroprom_underground\agru_end_poltergeist_2.ltx
; agru_end_poltergeist_squad_3 = agroprom_underground\agru_end_poltergeist_3.ltx
; agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx
;----StfZ
vybegallo_2 = agroprom\vybegallo.ltx
;----StfZ
@@ -0,0 +1,9 @@
[logic]
active = ph_sound
[ph_sound]
snd = {+sektor_gaza_kashey_done} bar_visitors_radio_2, bar_visitors_radio
looped = false
min_idle = 300
max_idle = 500
random = true
@@ -0,0 +1,17 @@
[logic@dolg_artyom_bloodsucker]
suitable = {=check_npc_name(dolg_artyom_bloodsucker)} true
prior = 500
active = beh@dolg_artyom_bloodsucker_job
[beh@dolg_artyom_bloodsucker_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,wounded_heavy | pos:212.5617980957,0.49726897478104,103.19502258301 look:212.55772590684,0.49726897478104,102.27910810709
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 2
max_population = 4
respawn_params = respawn@bar_dolg_general
respawn_idle = 60000
[respawn@bar_dolg_general]
spawn_duty@advanced
spawn_duty@veteran
[spawn_duty@advanced]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = 2
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_veteran
spawn_num = 1
[exclusive]
bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx
bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx
;mlr
bar_dolg_medic = bar\bar_dolg_medic_logic.ltx
;mlr
;SftZ
dolg_artyom_bloodsucker = bar\dolg_artyom_bloodsucker.ltx
nr_scamlok_1 = brotherhood\nr_bar_logic.ltx
;SftZ
@@ -0,0 +1,92 @@
[smart_terrain]
squad_id = 3
max_population = 10
min_population = 7
respawn_params = respawn@bar_visitors
respawn_idle = 86400
[respawn@bar_visitors]
spawn_stalker@advanced
spawn_ecolog_base
spawn_csky_merc_base
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_advanced_3_4
spawn_num = 2
[spawn_ecolog_base]
spawn_squads = ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2es
spawn_num = 1
[spawn_csky_merc_base]
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran
spawn_num = 1
[exclusive]
bar_informator_mlr = bar\bar_visitors_other_logic.ltx
guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx
bar_barman = bar\bar_barman.ltx
bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx
bar_guard1 = bar\bar_guard1.ltx
bar_guard2 = bar\bar_guard2.ltx
bar_arena_manager = bar\bar_visitors_logic.ltx
bar_arena_guard = bar\bar_visitors_logic.ltx
bar_visitors_animp_01 = bar\bar_visitors_logic.ltx
bar_visitors_animp_02 = bar\bar_visitors_logic.ltx
bar_visitors_animp_03 = bar\bar_visitors_logic.ltx
bar_visitors_animp_04 = bar\bar_visitors_logic.ltx
bar_visitors_animp_05 = bar\bar_visitors_logic.ltx
bar_visitors_animp_06 = bar\bar_visitors_logic.ltx
bar_visitors_animp_07 = bar\bar_visitors_logic.ltx
bar_visitors_animp_08 = bar\bar_visitors_logic.ltx
bar_visitors_animp_09 = bar\bar_visitors_logic.ltx
bar_visitors_animp_10 = bar\bar_visitors_logic.ltx
bar_visitors_animp_11 = bar\bar_visitors_logic.ltx
bar_visitors_animp_12 = bar\bar_visitors_logic.ltx
bar_visitors_animp_13 = bar\bar_visitors_logic.ltx
bar_visitors_animp_14 = bar\bar_visitors_logic.ltx
bar_visitors_animp_15 = bar\bar_visitors_logic.ltx
bar_visitors_animp_16 = bar\bar_visitors_logic.ltx
bar_visitors_animp_17 = bar\bar_visitors_logic.ltx
bar_visitors_animp_18 = bar\bar_visitors_logic.ltx
bar_visitors_animp_19 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp4 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp5 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_4 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_5 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_6 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_7 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_8 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_10 = bar\bar_visitors_logic.ltx
bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx
bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx
---- brotherhood ----
nr_sorokin = brotherhood\nr_bar_logic.ltx
nr_sasha_baltunov = brotherhood\nr_bar_logic.ltx
@@ -0,0 +1,120 @@
[logic@ac_melchior]
suitable = {=check_npc_name(ac_melchior)} true
active = beh@ac_melchior_1
prior = 500
[logic@ac_caspar]
suitable = {=check_npc_name(ac_caspar)} true
active = beh@ac_caspar_1
prior = 500
[logic@ac_balthazar]
suitable = {=check_npc_name(ac_balthazar)} true
active = beh@ac_balthazar_1
prior = 500
[logic@ac_blue_winter]
suitable = {=check_npc_name(ac_blue_winter)} true
active = beh@ac_blue_winter_1
prior = 500
[beh@nr_walk_base]
behaviour_state = beh_move
target = waypoint
path_end = loop
[beh@ac_caspar_1]:beh@nr_walk_base
pt1 = 88860000,sit_ass | pos:-53.156787872314,4.2060189247131,-93.54833984375 look:-52.527411818504,4.2060189247131,-92.881023287773
[beh@ac_melchior_1]:beh@nr_walk_base
pt1 = 88860000,sit_ass | pos:-46.812149047852,4.2095527648926,-91.175514221191 look:-47.609451711178,4.2095527648926,-91.699980020523
[beh@ac_blue_winter_1]:beh@nr_walk_base
pt1 = 88860000,idle | pos:-45.612403869629,4.2090244293213,-96.229629516602 look:-46.410343647003,4.2090244293213,-95.707116961479
[beh@ac_balthazar_1]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-47.417106628418,4.2109375,-96.689498901367 look:-47.38382839784,4.2109375,-95.768560349941
--- Guards etc
[ac_monolith_guard_1]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_1
prior = 65
[ac_monolith_guard_2]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_2
prior = 60
[ac_monolith_guard_3]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_3
prior = 60
[ac_monolith_guard_4]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_4
prior = 60
[ac_monolith_guard_5]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_5
prior = 60
[ac_monolith_guard_6]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_6
prior = 60
[ac_monolith_guard_7]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_7
prior = 60
[ac_monolith_guard_8]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_8
prior = 60
[ac_monolith_guard_9]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_9
prior = 60
[ac_monolith_guard_10]
suitable = {=npc_community(monolith)} true
active = beh@ac_monolith_guard_10
prior = 60
[beh@ac_monolith_guard_1]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-55.124950408936,-0.31158009171486,-86.411651611328 look:-54.401997089386,-0.31158009171486,-85.725204706192
[beh@ac_monolith_guard_2]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-51.308391571045,4.2109022140503,-107.42497253418 look:-51.12967929244,4.2109022140503,-108.40771448612
[beh@ac_monolith_guard_3]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-76.006576538086,4.2108345031738,-106.34118652344 look:-75.942655794322,4.2108345031738,-107.32756221294
[beh@ac_monolith_guard_4]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-80.548179626465,4.2099604606628,-106.4580078125 look:-80.798495650291,4.2099604606628,-107.41092896461
[beh@ac_monolith_guard_5]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-108.78719329834,4.2111105918884,-106.69918060303 look:-109.07465699315,4.2111105918884,-107.64432412386
[beh@ac_monolith_guard_6]:beh@nr_walk_base
pt1 = 88860000,sit_ass | pos:-105.23497009277,4.2096700668335,-98.749618530273 look:-105.2419191869,4.2096700668335,-99.705528020859
[beh@ac_monolith_guard_7]:beh@nr_walk_base
pt1 = 88860000,sit_ass | pos:-111.19422149658,4.211480140686,-99.175140380859 look:-110.43022841215,4.211480140686,-99.808866024017
[beh@ac_monolith_guard_8]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-106.43014526367,4.2230815887451,-91.983108520508 look:-106.26966485381,4.2230815887451,-91.008910417557
[beh@ac_monolith_guard_9]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-82.816474914551,0.84084087610245,-91.571136474609 look:-82.709020681679,0.84084087610245,-90.580922603607
[beh@ac_monolith_guard_10]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-51.532276153564,4.2088332176208,-90.798927307129 look:-51.169595360756,4.2088332176208,-89.876153707504
@@ -0,0 +1,35 @@
[logic@ac_pri_medic_monolith]
suitable = {=check_npc_name(ac_pri_medic_monolith)} true
prior = 500
active = beh@ac_pri_medic_monolith_job
[beh@ac_pri_medic_monolith_job]
behaviour_state = beh_move
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-18.209903717041,0.094873189926147,205.48162841797 look:-19.19679582119,0.094873189926147,205.37820041925
[logic@ac_blue_winter]
suitable = {=check_npc_name(ac_blue_winter)} true
prior = 500
active = beh@ac_blue_winter_job
[beh@ac_blue_winter_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-22.748683929443,0.10391688346863,208.33767700195 look:-22.7534353761,0.10391688346863,207.34607470036
[logic@ac_balthazar]
suitable = {=check_npc_name(ac_balthazar)} true
prior = 500
active = beh@ac_balthazar_job
[beh@ac_balthazar_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-24.652282714844,0.098858118057251,208.2882232666 look:-24.643940897658,0.098858118057251,207.29735052586
@@ -0,0 +1,137 @@
[logic@ac_melchior]
suitable = {=check_npc_name(ac_melchior)} true
active = beh@ac_melchior_1
prior = 500
[logic@ac_caspar]
suitable = {=check_npc_name(ac_caspar)} true
active = beh@ac_caspar_1
prior = 500
[logic@ac_balthazar]
suitable = {=check_npc_name(ac_balthazar)} true
active = beh@ac_balthazar_1
prior = 500
[logic@ac_blue_winter]
suitable = {=check_npc_name(ac_blue_winter)} true
active = beh@ac_blue_winter_1
prior = 500
[logic@ac_stalker_squad_1]
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
active = beh@ac_task_3_stalker_squad_1_1
prior = 500
[logic@ac_stalker_squad_2]
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
active = beh@ac_task_3_stalker_squad_2_1
prior = 500
[logic@ac_stalker_squad_3]
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
active = beh@ac_task_3_stalker_squad_3_1
prior = 500
[logic@ac_stalker_squad_4]
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
active = beh@ac_task_3_stalker_squad_4_1
prior = 500
[beh@ac_stalker_base]
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@ac_stalker_base_2]
behaviour_state = beh_move
target = waypoint
path_end = loop
[beh@ac_caspar_1]:beh@ac_stalker_base_2
on_info = {+ac_task_3_convo} beh@ac_caspar_2
pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615
[beh@ac_melchior_1]:beh@ac_stalker_base_2
on_info = {+ac_task_3_convo} beh@ac_melchior_2
pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589
[beh@ac_blue_winter_1]:beh@ac_stalker_base_2
on_info = {+ac_task_3_convo} beh@ac_blue_winter_2
pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496
[beh@ac_balthazar_1]:beh@ac_stalker_base_2
on_info = {+ac_task_3_convo} beh@ac_balthazar_2
pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852
[beh@ac_caspar_2]:beh@ac_stalker_base_2
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_1_3
pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615
[beh@ac_melchior_2]:beh@ac_stalker_base_2
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_2_3
pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589
[beh@ac_blue_winter_2]:beh@ac_stalker_base_2
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_3_3
pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496
[beh@ac_balthazar_2]:beh@ac_stalker_base_2
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_4_3
pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852
[beh@ac_task_3_stalker_squad_1_1]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_1_2
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
[beh@ac_task_3_stalker_squad_2_1]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_2_2
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
[beh@ac_task_3_stalker_squad_3_1]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_3_2
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
[beh@ac_task_3_stalker_squad_4_1]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_4_2
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
[beh@ac_task_3_stalker_squad_1_2]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_1_3
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
[beh@ac_task_3_stalker_squad_2_2]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_3_3
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
[beh@ac_task_3_stalker_squad_3_2]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_2_3
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
[beh@ac_task_3_stalker_squad_4_2]:beh@ac_stalker_base
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_4_3
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
[beh@ac_task_3_stalker_squad_1_3]:beh@ac_stalker_base_2
pt1 = 100000,guard | pos:-100.89275360107,0.4929051399231,-246.49229431152 look:-100.1578400135,0.4929051399231,-245.81716191769
[beh@ac_task_3_stalker_squad_2_3]:beh@ac_stalker_base_2
pt1 = 100000,guard | pos:-96.78392791748,0.50106275081635,-250.90139770508 look:-96.205705225468,0.50106275081635,-250.08557683229
[beh@ac_task_3_stalker_squad_3_3]:beh@ac_stalker_base_2
pt1 = 100000,guard | pos:-100.38987731934,0.49906086921692,-256.96508789063 look:-99.719907879829,0.49906086921692,-256.22272455692
[beh@ac_task_3_stalker_squad_4_3]:beh@ac_stalker_base_2
pt1 = 100000,guard | pos:-106.4303817749,0.49242794513702,-253.03691101074 look:-105.83987349272,0.49242794513702,-252.23677414656
@@ -0,0 +1,26 @@
[logic@ac_melchior]
suitable = {=check_npc_name(ac_melchior)} true
active = beh@ac_melchior_1
prior = 500
[logic@ac_caspar]
suitable = {=check_npc_name(ac_caspar)} true
active = beh@ac_caspar_1
prior = 500
[beh@nr_walk_base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
behaviour_state = beh_move
target = waypoint
path_end = loop
[beh@ac_caspar_1]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-94.403129577637,-0.46183437108994,-52.664867401123 look:-94.450965367258,-0.46183437108994,-51.712814569473
[beh@ac_melchior_1]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-96.955108642578,-0.46410083770752,-53.258888244629 look:-97.228635758162,-0.46410083770752,-52.309909939766
@@ -0,0 +1,136 @@
--- Vybegallo
[logic@vybegallo]
suitable = {=check_npc_name(vybegallo)} true
prior = 500
active = beh@vybegallo_job
[beh@vybegallo_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-0.96449947357178,2.4984850883484,5.1722574234009 look:-1.9572842717171,2.4984850883484,5.0705771446228
[logic@vybegallo_2]
suitable = {=check_npc_name(vybegallo)} true
prior = 500
active = beh@vybegallo_job_2
[beh@vybegallo_job_2]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = false
invulnerable = {!actor_true_enemy} true, false
path_end = loop
pt1 = 88860000,idle | pos:42.025260925293,10.499049186707,16.939895629883 look:42.941039323807,10.499049186707,17.068541884422
--- Alyosha
[logic@alyosha_shyogolov]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_job
[beh@alyosha_shyogolov_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:252.66156005859,-0.2021781951189,76.431800842285 look:252.27964878082,-0.2021781951189,75.510967731476
[logic@alyosha_shyogolov_2]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_job_2
[beh@alyosha_shyogolov_job_2]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,sit_ass_drink_vodka | pos:-6.3672633171082,7.4974012374878,4.344096660614 look:-5.3891610503197,7.4974012374878,4.4683983996511
--- Sarpedon
[logic@sarpedon_logic]
suitable = {=check_npc_name(sarpedon)} true
prior = 500
active = beh@sarpedon_job
[beh@sarpedon_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,sit_ass | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
--- Like Rats in a Trap
[logic@bh_rat_guards_1]
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
prior = 500
active = beh@bh_rat_guards_1_1_job
[logic@bh_rat_guards_2]
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
prior = 500
active = beh@bh_rat_guards_2_1_job
[logic@bh_rat_guards_3]
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
prior = 500
active = beh@bh_rat_guards_3_1_job
[logic@bh_rat_guards_4]
suitable = {=check_npc_name(bh_rat_guards_naruchnik)} true
prior = 500
active = beh@bh_rat_guards_4_1_job
[logic@bh_rat_guards_5]
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
prior = 500
active = beh@bh_rat_guards_5_1_job
[logic@bh_rat_guards_6]
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
prior = 500
active = beh@bh_rat_guards_6_1_job
[beh@rat_guards_base]
meet = no_meet
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
path_end = loop
[beh@bh_rat_guards_1_1_job]:beh@rat_guards_base
pt1 = 100000,guard | pos:-39.03401184082,-0.0018443763256073,43.549373626709 look:-39.030780088622,-0.0018443763256073,42.550311863422
[beh@bh_rat_guards_2_1_job]:beh@rat_guards_base
pt1 = 100000,guard | pos:-73.328407287598,1.5947494506836,15.870664596558 look:-73.177272751927,1.5947494506836,14.899828910828
[beh@bh_rat_guards_3_1_job]:beh@rat_guards_base
pt1 = 100000,guard | pos:-75.507743835449,1.7313983440399,8.8472261428833 look:-75.153992801905,1.7313983440399,9.7309593558311
[beh@bh_rat_guards_4_1_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
path_end = loop
pt1 = 100000,guard | pos:-44.158550262451,-0.20010030269623,-5.9492511749268 look:-45.03028523922,-0.20010030269623,-5.4725189805031
[beh@bh_rat_guards_5_1_job]:beh@rat_guards_base
pt1 = 100000,guard | pos:-44.264957427979,-0.2002044916153,-8.7417984008789 look:-45.08905673027,-0.2002044916153,-8.1764976978302
[beh@bh_rat_guards_6_1_job]:beh@rat_guards_base
pt1 = 100000,guard | pos:-42.33907699585,-0.20185586810112,-4.5265274047852 look:-43.171230971813,-0.20185586810112,-3.9731520414352
@@ -0,0 +1,61 @@
--- Like Rats in a Trap
[logic@bh_rat_trap_1]
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
prior = 500
active = beh@bh_rat_trap_1_1_job
[logic@bh_rat_trap_2]
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
prior = 500
active = beh@bh_rat_trap_2_1_job
[logic@bh_rat_trap_3]
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
prior = 500
active = beh@bh_rat_trap_3_1_job
[logic@bh_rat_trap_4]
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
prior = 500
active = beh@bh_rat_trap_4_1_job
[logic@bh_rat_trap_5]
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
prior = 500
active = beh@bh_rat_trap_5_1_job
[logic@bh_rat_trap_6]
suitable = {=target_squad_name(bh_agr_u_bandits_leader_squad)} true
prior = 500
active = beh@bh_rat_trap_6_1_job
[beh@rat_trap_base]
combat_ignore_cond = {+bh_rat_trap_wrong} false, true
combat_ignore_keep_when_attacked = {+bh_rat_trap_wrong_wrong} false, true
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
path_end = loop
[beh@rat_trap_base_squad]:beh@rat_trap_base
meet = no_meet
[beh@bh_rat_guards_1_1_job]:beh@rat_trap_base_squad
pt1 = 100000,guard | pos:44.07649230957,1.7319798469543,153.73095703125 look:43.815874963999,1.7319798469543,154.68956172466
[beh@bh_rat_guards_2_1_job]:beh@rat_trap_base_squad
pt1 = 100000,guard | pos:44.055648803711,1.7313425540924,165.53575134277 look:43.855173543096,1.7313425540924,164.55952882767
[beh@bh_rat_guards_3_1_job]:beh@rat_trap_base_squad
pt1 = 100000,guard | pos:64.069473266602,1.7085797786713,166.49966430664 look:64.989323079586,1.7085797786713,166.86394071579
[beh@bh_rat_guards_4_1_job]:beh@rat_trap_base_squad
pt1 = 100000,guard | pos:59.699127197266,1.7820448875427,159.17863464355 look:60.470405995846,1.7820448875427,159.81399440765
[beh@bh_rat_guards_5_1_job]:beh@rat_trap_base_squad
pt1 = 100000,guard | pos:68.050651550293,1.7445890903473,150.92826843262 look:68.912640213966,1.7445890903473,150.44776770473
[beh@bh_rat_guards_6_1_job]:beh@rat_trap_base
pt1 = 100000,guard | pos:62.810642242432,1.7066581249237,159.26321411133 look:63.604858636856,1.7066581249237,159.87083989382
@@ -0,0 +1,13 @@
---Controller Ambush
[logic@primankov]
suitable = {=check_npc_name(controller_victim_1)} true
prior = 500
active = beh@primankov_job
[beh@primankov_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,psy_pain | pos:-184.74633789063,0.75744158029556,-284.82553100586 look:-185.38510763645,0.75744158029556,-284.0565263629
@@ -0,0 +1,14 @@
[logic]
suitable = {=check_npc_name(nr_ambush_1)} true
prior = 500
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915
@@ -0,0 +1,14 @@
[logic]
suitable = {=check_npc_name(nr_ambush_2)} true
prior = 500
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765
@@ -0,0 +1,14 @@
[logic]
suitable = {=check_npc_name(nr_ambush_3)} true
prior = 500
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645
@@ -0,0 +1,14 @@
[logic]
suitable = {=check_npc_name(nr_ambush_4)} true
prior = 500
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634
@@ -0,0 +1,14 @@
[logic]
suitable = {=check_npc_name(nr_ambush_5)} true
prior = 500
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221
@@ -0,0 +1,296 @@
---Army Lockdown
----- Army
---esc_smart_terrain_2_14
[logic@lockdown_1]
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
active = beh@lockdown_1
prior = 500
[logic@lockdown_2]
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
active = beh@lockdown_2
prior = 500
[logic@lockdown_3]
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
active = beh@lockdown_3
prior = 500
[logic@lockdown_4]
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
active = beh@lockdown_4
prior = 500
---esc_smart_terrain_3_7
[logic@lockdown_5]
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
active = beh@lockdown_5
prior = 500
[logic@lockdown_6]
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
active = beh@lockdown_6
prior = 500
[logic@lockdown_7]
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
active = beh@lockdown_7
prior = 500
[beh@base]
dont_keep_items = false
gather_items_enabled = true
help_wounded_enabled = false
corpse_detection_enabled = true
combat_ignore_keep_when_attacked = false
target = waypoint
path_end = loop
[beh@lockdown_1]:beh@base
pt1 = 88860000,guard | pos:-253.50274658203,-22.243406295776,-286.48861694336 look:-252.68155324459,-22.243406295776,-286.97953498363
[beh@lockdown_2]:beh@base
pt1 = 88860000,guard | pos:-257.00210571289,-22.425817489624,-290.72033691406 look:-256.19569432735,-22.425817489624,-291.25655472279
[beh@lockdown_3]:beh@base
pt1 = 88860000,guard | pos:-272.68029785156,-21.686435699463,-277.73001098633 look:-271.87927597761,-21.686435699463,-277.1834077239
[beh@lockdown_4]:beh@base
pt1 = 88860000,guard | pos:-272.31967163086,-21.689016342163,-272.48538208008 look:-273.20427548885,-21.689016342163,-272.92851692438
[beh@lockdown_5]:beh@base
pt1 = 88860000,guard | pos:-157.84831237793,-2.3343555927277,313.54577636719 look:-157.37061774731,-2.3343555927277,312.67782557011
[beh@lockdown_6]:beh@base
pt1 = 88860000,guard | pos:-151.16990661621,-3.0027039051056,314.77722167969 look:-150.75950548053,-3.0027039051056,313.8678458333
[beh@lockdown_7]:beh@base
pt1 = 88860000,guard | pos:-149.83219909668,-2.9718582630157,325.28405761719 look:-150.22746643424,-2.9718582630157,326.19464844465
---- Stalker village
[logic@stalker_lockdown_1]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_1
prior = 980
[logic@stalker_lockdown_2]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_2
prior = 980
[logic@stalker_lockdown_3]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_3
prior = 980
[logic@stalker_lockdown_4]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_4
prior = 980
[logic@stalker_lockdown_5]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_5
prior = 980
[logic@stalker_lockdown_6]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_6
prior = 980
[logic@stalker_lockdown_7]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_7
prior = 980
[logic@stalker_lockdown_8]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_8
prior = 980
[logic@stalker_lockdown_9]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_9
prior = 980
[logic@stalker_lockdown_10]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_12
prior = 980
[logic@stalker_lockdown_11]
suitable = {=check_npc_name(esc_2_12_stalker_fanat) +army_lockdown_active} true
active = beh@stalker_lockdown_10
prior = 990
[logic@stalker_lockdown_12]
suitable = {=check_npc_name(esc_2_12_stalker_wolf) +army_lockdown_active} true
active = beh@stalker_lockdown_11
prior = 990
[logic@stalker_lockdown_13]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_13
prior = 950
[logic@stalker_lockdown_14]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_14
prior = 950
[logic@stalker_lockdown_15]
suitable = {+army_lockdown_active} true
active = beh@stalker_lockdown_15
prior = 950
[beh@stalker_base1]
behaviour_state = beh_move
target = waypoint
path_end = loop
[beh@stalker_base]:beh@stalker_base1
meet = no_meet
[beh@stalker_lockdown_1]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-207.95452880859,-22.549293518066,-128.8483581543 look:-208.00271685794,-22.549293518066,-128.13234585524
[beh@stalker_lockdown_2]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-205.44612121582,-22.545961380005,-128.9239654541 look:-205.42265072837,-22.545961380005,-128.10926455259
[beh@stalker_lockdown_3]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-205.8454284668,-22.597984313965,-127.76307678223 look:-205.87773677707,-22.597984313965,-128.66031646729
[beh@stalker_lockdown_4]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-201.59928894043,-22.293748855591,-127.64914703369 look:-201.86054000258,-22.293748855591,-128.5975586772
[beh@stalker_lockdown_5]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-213.37600708008,-23.194629669189,-124.92739105225 look:-212.42892032862,-23.194629669189,-124.82814551145
[beh@stalker_lockdown_6]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-213.83331298828,-23.195550918579,-122.38076019287 look:-213.25867366791,-23.195550918579,-123.08557617664
[beh@stalker_lockdown_7]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-210.64294433594,-22.877895355225,-121.59774780273 look:-211.53942781687,-22.877895355225,-121.62897085957
[beh@stalker_lockdown_8]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-210.89395141602,-22.890514373779,-123.01245880127 look:-211.76965814829,-22.890514373779,-122.98198455572
[beh@stalker_lockdown_9]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-210.89686584473,-22.871044158936,-125.27816772461 look:-211.80926203728,-22.871044158936,-125.18921911716
[beh@stalker_lockdown_10]:beh@stalker_base1
pt1 = 88860000,guard | pos:-210.65496826172,-23.193996429443,-129.35891723633 look:-210.78284063935,-23.193996429443,-130.34018409252
[beh@stalker_lockdown_11]:beh@stalker_base1
pt1 = 88860000,guard | pos:-255.93208312988,-21.009017944336,-127.30093383789 look:-254.9332652092,-21.009017944336,-127.28773701284
[beh@stalker_lockdown_12]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-223.49008178711,-19.854181289673,-164.21601867676 look:-222.51131898165,-19.854181289673,-164.17487579584
[beh@stalker_lockdown_13]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-223.14724731445,-19.940927505493,-162.63453674316 look:-222.15914958715,-19.940927505493,-162.55491317064
[beh@stalker_lockdown_14]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-219.69844055176,-19.94252204895,-164.51547241211 look:-220.69499152899,-19.94252204895,-164.53103899769
[beh@stalker_lockdown_15]:beh@stalker_base
pt1 = 88860000,sit_ass | pos:-216.97019958496,-19.941274642944,-162.98168945313 look:-217.02342930436,-19.941274642944,-162.01859247684
---Castor and Pollox
[logic@castor_lockdown_1]
suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true
active = beh@castor_lockdown_1
prior = 600
[logic@pollox_lockdown_1]
suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true
active = beh@pollox_lockdown_1
prior = 600
[beh@castor_lockdown_1]:beh@stalker_base1
pt1 = 88860000,idle | pos:5.9352240562439,0.86977106332779,295.33111572266 look:5.1028490662575,0.86977106332779,295.8562169075
[beh@pollox_lockdown_1]:beh@stalker_base1
pt1 = 88860000,idle | pos:3.3982691764832,0.87022680044174,295.80453491211 look:4.3374879360199,0.87022680044174,295.50534999371
--- execution
[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
meet = no_meet
wounded = wounded@no_wound
use_camp = false
turn_on_campfire = false
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[beh@general]
behavior_state = beh_move
target = waypoint
[logic@bh_execution_lockdown_1]
suitable = {=target_squad_name(bh_lockdown_execution_squad)} true
active = remark@bh_execution_lockdown_1
prior = 600
[logic@bh_execution_lockdown_2]
suitable = {=target_squad_name(bh_lockdown_execution_squad_2)} true
active = remark@bh_execution_lockdown_3
prior = 600
[logic@bh_execution_lockdown_3]
suitable = {=target_squad_name(bh_lockdown_execution_squad3)} true
active = beh@bh_execution_lockdown_3
prior = 1
[beh@bh_execution_base]
behaviour_state = beh_move
meet = no_meet
target = waypoint
path_end = loop
[beh@bh_execution_lockdown_1]:beh@bh_execution_base
pt1 = 88860000,threat | pos:-134.43222045898,-30.139472961426,-393.75299072266 look:-134.47776456922,-30.139472961426,-394.75123798847
[beh@bh_execution_lockdown_2]:beh@bh_execution_base
pt1 = 88860000,threat | pos:-137.74774169922,-30.139163970947,-393.99801635742 look:-137.35763055086,-30.139163970947,-394.91864162683
[beh@bh_execution_lockdown_3]:beh@bh_execution_base
pt1 = 88860000,guard_fire | pos:-140.60908508301,-40.138750076294,-345.00961303711 look:-137.08314865828,-30.138750076294,-395.85903972387
[remark@bh_execution_lockdown_1]:remark@general
anim = threat_na
target = story | actor
on_timer = 5 | remark@bh_execution_lockdown_2
[remark@bh_execution_lockdown_2]:remark@general
anim = assault_fire
target = story | actor
[remark@bh_execution_lockdown_3]:remark@general
anim = threat_na
target = story | actor
on_timer = 5 | remark@bh_execution_lockdown_4
[remark@bh_execution_lockdown_4]:remark@general
anim = threat_fire
target = story | actor
@@ -0,0 +1,57 @@
---Ironchain Gang
[logic@bh_ironchain_1]
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
active = beh@bh_ironchain_1
prior = 500
[logic@bh_ironchain_2]
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
active = beh@bh_ironchain_2
prior = 500
[logic@bh_ironchain_3]
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
active = beh@bh_ironchain_3
prior = 500
[logic@bh_ironchain_4]
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
active = beh@bh_ironchain_4
prior = 500
[logic@bh_ironchain_5]
suitable = {=check_npc_name(bh_ironchain)} true
active = beh@bh_ironchain_5
prior = 500
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
target = waypoint
path_end = loop
combat_ignore_cond = {+bh_ironchain_deal_gone_wrong} false, true
combat_ignore_keep_when_attacked = {+bh_ironchain_deal_gone_wrong} false, true
[beh@gang]:beh@base
meet = no_meet
[beh@bh_ironchain_1]:beh@gang
pt1 = 88860000,guard | pos:140.30145263672,0.18399813771248,341.83569335938 look:141.26340097189,0.18399813771248,341.59942138195
[beh@bh_ironchain_2]:beh@gang
pt1 = 88860000,guard | pos:140.52110290527,0.21439450979233,337.41455078125 look:141.50974929333,0.21439450979233,337.30890928209
[beh@bh_ironchain_3]:beh@gang
pt1 = 88860000,guard | pos:133.84097290039,0.18276101350784,336.84924316406 look:133.87411888316,0.18276101350784,337.84488683939
[beh@bh_ironchain_4]:beh@gang
pt1 = 88860000,guard | pos:135.92878723145,0.18073549866676,342.07440185547 look:134.947881639,0.18073549866676,341.95935965329
[beh@bh_ironchain_5]:beh@base
pt1 = 88860000,guard | pos:134.19320678711,0.18283259868622,339.78994750977 look:133.19913303852,0.18283259868622,339.86729538441
@@ -0,0 +1,31 @@
[logic@nr_starik_murder_bandit_1]
suitable = {=target_squad_name(nr_starik_murder_bandit_1_squad) -nr_starik_1_interrupted} true
active = beh@nr_starik_murder_bandit_1
prior = 500
[logic@nr_starik_murder_bandit_2]
suitable = {=target_squad_name(nr_starik_murder_bandit_2_squad) -nr_starik_1_interrupted} true
active = beh@nr_starik_murder_bandit_2
prior = 500
[beh@nr_walk_base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
meet = meet
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@nr_starik_murder_bandit_1]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-41.259243011475,-1.13884806633,268.23779296875 look:-42.000157237053,-1.13884806633,267.92011845112
[beh@nr_starik_murder_bandit_2]:beh@nr_walk_base
pt1 = 88860000,guard | pos:-43.523834228516,-1.2712132930756,268.31134033203 look:-43.092729508877,-1.2712132930756,267.55471074581
@@ -0,0 +1,37 @@
---Badger
[logic@bh_badger]
suitable = {=check_npc_name(bh_badger)} true
prior = 500
active = beh@bh_badger_1_job
[beh@nr_ilyaz_base]
meet = meet
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@bh_badger_1_job]:beh@nr_ilyaz_base
on_info = {+bh_badger_guard_dutz_on} beh@bh_badger_2_job
pt1 = 88860000,sit_ass | pos:-124.4213104248,-30.051345825195,-373.82867431641 look:-124.48068100959,-30.051345825195,-374.8169683218
[beh@bh_badger_2_job]:beh@nr_ilyaz_base
on_info = {-bh_badger_guard_dutz_on} beh@bh_badger_1_job
on_info2 = {+bh_badger_guard_dutz_on +bh_shlitzer_smuggling_done -bh_badger_deal_done} beh@bh_badger_3_job
pt1 = 88860000,guard | pos:-161,-30,-358 look:0.276,-0.092,0.957
[beh@bh_badger_3_job]:beh@nr_ilyaz_base
on_info = {+bh_badger_deal_done} beh@bh_badger_2_job
pt1 = 88860000,idle | pos:-241.95616149902,-30.707180023193,-353.70162963867 look:-241.61646446586,-30.707180023193,-352.78583979607
@@ -0,0 +1,43 @@
[logic@nr_alyosha_bandits_squad_1]
suitable = {=target_squad_name(nr_bandits_1_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_2]
suitable = {=target_squad_name(nr_bandits_1_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_3]
suitable = {=target_squad_name(nr_bandits_1_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_4]
suitable = {=target_squad_name(nr_bandits_1_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_5]
suitable = {=target_squad_name(nr_bandits_2_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_6]
suitable = {=target_squad_name(nr_bandits_2_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[logic@nr_alyosha_bandits_squad_7]
suitable = {=target_squad_name(nr_bandits_2_squad)} true
active = beh@nr_alyosha_bandits_assault
prior = 500
[beh@nr_alyosha_bandits_assault]
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
@@ -0,0 +1,46 @@
----- Mercenaries
[logic@nr_bezsonik]
suitable = {=check_npc_name(nr_bezsonik)} true
prior = 500
active = beh@nr_bezsonik_1_job
[beh@nr_bezsonik_1_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
on_info = {+nr_bezsonik_move} beh@nr_bezsonik_2_job
path_end = loop
pt1 = 88860000,idle | pos:4.3408036231995,-8.8730173110962,3.7783288955688 look:3.5400252938271,-8.8730173110962,4.3764227628708
[beh@nr_bezsonik_2_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
path_end = loop
pt1 = 88860000,sit_ass_drink_vodka | pos:20.051500320435,-7.3409280776978,16.539705276489 look:19.263518929482,-7.3409280776978,16.513776063919
[logic@nr_lyoshik]
suitable = {=check_npc_name(nr_lyoshik)} true
prior = 500
active = beh@nr_lyoshik_job
[beh@nr_lyoshik_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
path_end = loop
pt1 = 88860000,idle | pos:15.033114433289,-7.2893815040588,20.447532653809 look:15.054708955809,-7.2893815040588,21.447066128254
@@ -0,0 +1,51 @@
[logic@nr_sorokin]
suitable = {=check_npc_name(nr_sorokin)} true
prior = 500
active = beh@nr_sorokin_job
[beh@nr_sorokin_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:131.9454498291,-4.8244047164917,25.538990020752 look:132.94496375322,-4.8244047164917,25.533007382881
[logic@nr_scamlok_1]
suitable = {=check_npc_name(nr_scamlok)} true
prior = 500
active = beh@nr_scamlok_job
[beh@nr_scamlok_job]
behaviour_state = beh_move
target = waypoint
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 88860000,idle | pos:109.44784545898,-0.012278616428375,127.16125488281 look:110.41980904341,-0.012278616428375,126.92711761594
---- Sasha Baltunov
[logic@nr_sasha_baltunov]
suitable = {=check_npc_name(nr_sasha_baltunov)} true
prior = 500
active = beh@nr_sasha_baltunov_1_job
[beh@nr_walk_base]
meet = meet
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@nr_sasha_baltunov_1_job]:beh@nr_walk_base
on_info = {+nr_sasha_baltunov_1_job_init} beh@nr_sasha_baltunov_2_job
pt1 = 88860000,idle | pos:125.42021179199,-4.3464636802673,28.191061019897 look:126.39852428436,-4.3464636802673,28.145230054855
[beh@nr_sasha_baltunov_2_job]:beh@nr_walk_base
pt1 = 88860000,idle | pos:127.67053985596,-4.8243117332458,23.232620239258 look:128.07066076994,-4.8243117332458,22.330782175064
@@ -0,0 +1,10 @@
[logic@alyosha_shyogolov_4]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_4_job
[beh@alyosha_shyogolov_4_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:270.51989746094,27.592041015625,-222.35821533203 look:269.53373754025,27.592041015625,-222.51029442251
@@ -0,0 +1,66 @@
[logic@nr_erast_fandorin_2]
suitable = {=check_npc_name(erast_fandorin)} true
prior = 500
active = beh@nr_erast_fandorin_2_job
[beh@nr_erast_fandorin_2_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:337.31549072266,26.735898971558,-255.1216583252 look:336.32775199413,26.735898971558,-255.02598775178
[logic@nr_ambush_1]
suitable = {=check_npc_name(nr_ambush_1)} true
prior = 500
active = beh@nr_ambush_1_job
[beh@nr_ambush_1_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915
[logic@nr_ambush_2]
suitable = {=check_npc_name(nr_ambush_2)} true
prior = 500
active = beh@nr_ambush_2_job
[beh@nr_ambush_2_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765
[logic@nr_ambush_3]
suitable = {=check_npc_name(nr_ambush_3)} true
prior = 500
active = beh@nr_ambush_3_job
[beh@nr_ambush_3_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645
[logic@nr_ambush_4]
suitable = {=check_npc_name(nr_ambush_4)} true
prior = 500
active = beh@nr_ambush_4_job
[beh@nr_ambush_4_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634
[logic@nr_ambush_5]
suitable = {=check_npc_name(nr_ambush_5)} true
prior = 500
active = beh@nr_ambush_5_job
[beh@nr_ambush_5_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221
@@ -0,0 +1,143 @@
[logic@nr_sorokin_2]
suitable = {=check_npc_name(nr_sorokin)} true
prior = 500
active = beh@nr_sorokin_job
[beh@nr_sorokin_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-43.189586639404,3.4878842830658,202.7116394043 look:-43.271250747144,3.4878842830658,201.74094808102
[logic@alyosha_shyogolov_3]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_3_job_1
[beh@alyosha_shyogolov_3_job_1]
behaviour_state = beh_move
on_info = {+alyosha_shyogolov_retreat_1} beh@alyosha_shyogolov_3_job_2
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
[beh@alyosha_shyogolov_3_job_2]
meet = no_meet
behaviour_state = beh_move
on_info = {+nr_bandits_squads_dead_1} beh@alyosha_shyogolov_3_job_3
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
[beh@alyosha_shyogolov_3_job_3]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
[logic@nr_dead_convict_1]
suitable = {=check_npc_name(nr_dead_convict_1)} true
prior = 500
active = beh@nr_dead_convict_1_job
[beh@nr_dead_convict_1_job]
behaviour_state = beh_move
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
pt1 = 88860000,hands_up | pos:-53.964504241943,3.5118420124054,160.3719329834 look:-53.92770786956,3.5118420124054,159.37349265814
--pt1 = 88860000,hands_up | pos:-55.452903747559,3.5291602611542,160.1261138916 look:-55.420926552266,3.5291602611542,159.1291744709
[logic@nr_dead_convict_2]
suitable = {=check_npc_name(nr_dead_convict_2)} true
prior = 500
active = beh@nr_dead_convict_2_job
[beh@nr_dead_convict_2_job]
behaviour_state = beh_move
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
pt1 = 88860000,prisoner | pos:-58.915637969971,3.6456756591797,159.9506072998 look:-58.841192029417,3.6456756591797,158.96341890097
[logic@nr_executioner_1]
suitable = {=check_npc_name(nr_executioner_1) -nr_dead_convict_1_squad_dead} true
prior = 500
active = beh@nr_executioner_1_job
[logic@nr_executioner_2]
suitable = {=check_npc_name(nr_executioner_2) -nr_dead_convict_1_squad_dead} true
prior = 500
active = beh@nr_executioner_2_job
[logic@nr_executioner_3]
suitable = {=check_npc_name(nr_executioner_3)} true
prior = 500
active = beh@nr_executioner_3_job
[beh@nr_executione_base]
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@nr_executioner_1_job]:beh@nr_executione_base
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_1_job
meet = no_meet
pt1 = 88860000,threat | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
[beh@nr_executioner_firing_1_job]:beh@nr_executione_base
meet = no_meet
pt1 = 88860000,guard_fire | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
[beh@nr_executioner_2_job]:beh@nr_executione_base
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_2_job
meet = no_meet
pt1 = 88860000,threat | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
[beh@nr_executioner_firing_2_job]:beh@nr_executione_base
meet = no_meet
pt1 = 88860000,threat_fire | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
[beh@nr_executioner_3_job]:beh@nr_executione_base
on_info = {+nr_dead_convict_1_squad_dead} beh@nr_executioner_3_2_job
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
pt1 = 88860000,guard | pos:-47.242031097412,3.4872958660126,161.45401000977 look:-48.236757516861,3.4872958660126,161.46631026175
[beh@nr_executioner_3_2_job]:beh@nr_executione_base
pt1 = 88860000,idle | pos:-50.671684265137,3.4870896339417,187.31074523926 look:-50.674897092395,3.4870896339417,188.3059297204
@@ -0,0 +1,89 @@
[logic@erast_fandorin_2]
suitable = {=check_npc_name(erast_fandorin)} true
prior = 500
active = beh@nr_erast_fandorin_2_job
[logic@flavio_becca]
suitable = {=check_npc_name(flavio_becca)} true
prior = 500
active = beh@flavio_becca_job_1
[logic@nr_ecologist_rydzyk]
suitable = {=check_npc_name(nr_ecologist_rydzyk)} true
prior = 500
active = beh@nr_ecologist_rydzyk_job_1
[logic@nr_ecologist_1]
suitable = {=check_npc_name(nr_ecologist_1)} true
prior = 500
active = beh@nr_ecologist_1_job_1
[logic@nr_ecologist_2]
suitable = {=check_npc_name(nr_ecologist_2)} true
prior = 500
active = beh@nr_ecologist_2_job_1
[logic@nr_ecologist_3]
suitable = {=check_npc_name(nr_ecologist_3)} true
prior = 500
active = beh@nr_ecologist_3_job_1
[beh@base]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
target = waypoint
path_end = loop
behaviour_state = beh_move
[beh@flavio_becca_job_1]:beh@base
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@flavio_becca_job_2
pt1 = 88860000,idle | pos:-219.03512573242,-3.5594117641449,79.986297607422 look:-218.10097187757,-3.5594117641449,79.936623685062
[beh@nr_ecologist_rydzyk_job_1]:beh@base
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_rydzyk_job_2
pt1 = 88860000,idle | pos:-216.47917175293,-3.557053565979,79.757942199707 look:-217.44162404537,-3.557053565979,79.765188694
[beh@nr_ecologist_1_job_1]:beh@base
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_1_job_2
pt1 = 88860000,idle | pos:-215.28471374512,-3.56827044487,75.60816192627 look:-216.28330546618,-3.56827044487,75.637223301455
[beh@nr_ecologist_2_job_1]:beh@base
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_2_job_2
pt1 = 88860000,idle | pos:-213.26760864258,-3.5684111118317,68.279556274414 look:-213.26374466368,-3.5684111118317,69.278563261032
[beh@nr_ecologist_3_job_1]:beh@base
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_3_job_2
pt1 = 88860000,idle | pos:-220.42057800293,-3.5371415615082,66.873374938965 look:-220.39999588579,-3.5371415615082,67.86948376894
[beh@flavio_becca_job_2]:beh@base
on_info = {!is_night} beh@flavio_becca_job_1
pt1 = 88860000,sit_ass_drink_vodka | pos:-199.74822998047,-4.1867122650146,59.184242248535 look:-199.09686005116,-4.1867122650146,58.539527893066
[beh@nr_ecologist_rydzyk_job_2]:beh@base
on_info = {!is_night} beh@nr_ecologist_rydzyk_job_1
pt1 = 88860000,sit_ass_drink_vodka | pos:-197.48492431641,-4.0895237922668,56.258228302002 look:-198.17211848497,-4.0895237922668,56.900286912918
[beh@nr_ecologist_1_job_2]:beh@base
on_info = {!is_night} beh@nr_ecologist_1_job_1
pt1 = 88860000,sit_ass_guitar | pos:-198.02180480957,-4.3409023284912,60.582843780518 look:-198.61049228907,-4.3409023284912,59.887114226818
[beh@nr_ecologist_2_job_2]:beh@base
on_info = {!is_night} beh@nr_ecologist_2_job_1
pt1 = 88860000,sit_ass_drink_vodka | pos:-196.62133789063,-4.300103187561,59.172569274902 look:-197.21002537012,-4.300103187561,58.476839780807
[beh@nr_ecologist_3_job_2]:beh@base
on_info = {!is_night} beh@nr_ecologist_3_job_1
pt1 = 88860000,sit_ass_drink_vodka | pos:-199.2805480957,-4.0733647346497,57.096076965332 look:-198.7807956934,-4.0733647346497,57.950074791908
[beh@nr_erast_fandorin_2_job]:beh@base
pt1 = 88860000,guard | pos:-207.43057250977,-3.7736539840698,71.709953308105 look:-206.4928894639,-3.7736539840698,71.451419830322
@@ -0,0 +1,22 @@
[section@squad]
target@base = jup_sim_21
[section@logic]
logic@trapper_chimera_1
[logic@base]
suitable = {=npc_squad_name(trapper_chimera_1)} true
monster_job = true
[logic@trapper_chimera_1]:logic@base
active = mob_home@point_a
[mob_home@base]
target = %=mutant_path()%
path_end = loop
[mob_home@point_a]:mob_home@base
move_animation = run
wait_animation = sleep
pt1 = 88860000,idle | pos:-189.52851867676,3.3515679836273,394.25390625 look:-189.81469479203,3.3515679836273,393.30991244316
@@ -0,0 +1,29 @@
[section@squad]
target@base = jup_b205_smart_terrain_tushkano
[section@logic]
logic@trapper_chimera_2
[logic@base]
suitable = {=npc_squad_name(trapper_chimera_2)} true
monster_job = true
[logic@trapper_chimera_2]:logic@base
active = mob_home@point_a
[mob_home@base]
target = %=mutant_path()%
path_end = loop
[mob_home@point_a]:mob_home@base
move_animation = run
wait_animation = sleep
on_info = {+trapper_chimera_2_bait_active} mob_home@point_b
pt1 = 88860000,sleep | pos:-381.40188598633,2.6410093307495,2.5957698822021 look:-381.23918409646,2.6410093307495,1.855603158474
[mob_home@point_b]:mob_home@base
move_animation = run
wait_animation = sleep
on_info = {-trapper_chimera_2_bait_active} mob_home@point_a
pt1 = 88860000,sleep | pos:-290.74948120117,7.8559045791626,-3.1653161048889 look:-291.61963200569,7.8559045791626,-3.1996148824692
@@ -0,0 +1,82 @@
[logic@erast_fandorin_1]
suitable = {=check_npc_name(erast_fandorin)} true
prior = 500
active = beh@nr_erast_fandorin_job
[beh@nr_erast_fandorin_job]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:32.644733428955,-11.733076095581,-278.20062255859 look:32.635128381662,-11.733076095581,-277.2018494606
[logic@nr_ecologist_rydzyk]
suitable = {=check_npc_name(nr_ecologist_rydzyk)} true
prior = 500
active = beh@nr_ecologist_rydzyk_job
[beh@nr_ecologist_rydzyk_job]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:34.447654724121,-11.879675865173,-247.45806884766 look:34.359435632825,-11.879675865173,-248.44870388508
[logic@nr_ecologist_1]
suitable = {=check_npc_name(nr_ecologist_1)} true
prior = 500
active = beh@nr_ecologist_1_job
[beh@nr_ecologist_1_job]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
target = waypoint
path_end = loop
pt1 = 88860000,sit_ass | pos:24.628534317017,-11.879796981812,-241.63436889648 look:25.315167486668,-11.879796981812,-242.24102640152
[logic@nr_ecologist_2]
suitable = {=check_npc_name(nr_ecologist_2)} true
prior = 500
active = beh@nr_ecologist_2_job
[beh@nr_ecologist_2_job]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
target = waypoint
path_end = loop
pt1 = 88860000,sit_ass | pos:27.540864944458,-11.88072013855,-240.82856750488 look:27.149089306593,-11.88072013855,-241.72887116671
[logic@bellerophon_1]
suitable = {=check_npc_name(bellerophon)} true
prior = 500
active = beh@bellerophon_job
[beh@bellerophon_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,sit_ass | pos:30.001893997192,-11.701859474182,-278.17437744141 look:29.02092641592,-11.701859474182,-278.11900424957
@@ -0,0 +1,16 @@
[logic@alyosha_shyogolov_4]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_4_job
[beh@alyosha_shyogolov_4_job]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:126.01683807373,-7.3208603858948,190.79092407227 look:125.96493332088,-7.3208603858948,189.79253232479
@@ -0,0 +1,95 @@
---Iliaz
[logic@nr_ilyaz_1]
suitable = {=check_npc_name(nr_iliaz)} true
prior = 500
active = beh@nr_ilyaz_1_job
[beh@nr_ilyaz_1_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,sit_ass | pos:-223.73385620117,-19.864381790161,-163.76029968262 look:-222.83070719242,-19.864381790161,-163.73320126534
[logic@nr_ilyaz_2]
suitable = {=check_npc_name(nr_iliaz)} true
prior = 500
active = beh@nr_ilyaz_2_1_job
[beh@nr_ilyaz_base]
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@nr_ilyaz_2_1_job]:beh@nr_ilyaz_base
on_info = {+nr_ilyaz_point_1} beh@nr_ilyaz_2_2_job
pt1 = 88860000,idle | pos:-207.83670043945,-6.3246264457703,-17.561170578003 look:-208.74708759785,-6.3246264457703,-17.915091872215
[beh@nr_ilyaz_2_2_job]:beh@nr_ilyaz_base
on_info = {-nr_ilyaz_point_1} beh@nr_ilyaz_2_1_job
pt1 = 88860000,idle | pos:-222.81701660156,-9.301365852356,-13.697906494141 look:-223.74275541306,-9.301365852356,-13.826462864876
--- Gutalin
[logic@bh_gutalin]
suitable = {=check_npc_name(bh_gutalin)} true
prior = 500
active = beh@bh_gutalin_1_job
[beh@bh_gutalin_1_job]:beh@nr_ilyaz_base
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
on_info = {+bh_gutalin_treasure} beh@bh_gutalin_2_job
on_info2 = {=surge_started} beh@bh_gutalin_3_job
path_end = loop
pt1 = 88860000, idle | pos:-206.23277282715,-19.894157409668,-136.4208984375 look:-206.13894728571,-19.894157409668,-137.39541238546
[beh@bh_gutalin_2_job]
behaviour_state = beh_move
target = waypoint
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = false
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
on_info = {-bh_gutalin_treasure} beh@bh_gutalin_1_job
on_info2 = {=surge_started} beh@bh_gutalin_3_job
path_end = loop
pt1 = 88860000, idle | pos:-84.095733642578,-6.1258764266968,-19.095394134521 look:-83.593113720417,-6.1258764266968,-18.236057043076
[beh@bh_gutalin_3_job]
behaviour_state = beh_move
target = waypoint
on_info = {!surge_started} beh@bh_gutalin_1_job
path_end = loop
pt1 = 88860000, idle | pos:-205.84790039063,-22.546752929688,-127.0520401001 look:-205.49457913637,-22.546752929688,-127.95124852657
--- Shlitzer
[logic@bh_shlitzer]
suitable = {=check_npc_name(bh_shlitzer)} true
prior = 500
active = beh@bh_shlitzer_1_job
[beh@bh_shlitzer_1_job]:beh@nr_ilyaz_base
meet = meet
on_info = {+bh_shlitzer_start_done} beh@bh_shlitzer_2_job
pt1 = 88860000,idle | pos:-236.48327636719,-19.751678466797,-131.93586730957 look:-237.4260879159,-19.751678466797,-131.60787004232
[beh@bh_shlitzer_2_job]:beh@nr_ilyaz_base
meet = no_meet
on_info = {+bh_shlitzer_init_done} beh@bh_shlitzer_3_job
pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089
[beh@bh_shlitzer_3_job]:beh@nr_ilyaz_base
meet = meet
pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089
@@ -0,0 +1,39 @@
----- Mercenaries
[logic@zaton_mercenary_1]
suitable = {=check_npc_name(zaton_mercenary_1)} true
prior = 500
active = beh@zaton_mercenary_1_job
[beh@zaton_mercenary_1_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
on_info = {=surge_started} beh@surge
on_info2 = {=is_night} beh@drink_1
path_end = loop
pt1 = 88860000,idle | pos:328.00573730469,38.341678619385,-403.95764160156 look:327.82991215587,38.341678619385,-402.97818154097
[beh@surge]
path_walk = surge_hide_1_walk ;guard_2_walk
path_look = surge_hide_1_look ;guard_2_look
on_info = {!surge_started} beh@zaton_mercenary_1_job
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[beh@drink_1]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
on_info = {=surge_started} beh@surge
on_info2 = {!is_night} beh@zaton_mercenary_1_job
path_end = loop
pt1 = 88860000,sit_ass_drink_vodka | pos:405.10650634766,33.405792236328,-439.54626464844 look:405.02811595798,33.405792236328,-438.55846887827
@@ -0,0 +1,32 @@
[logic]
active = ph_door@open
[ph_door@locked]
locked = true
closed = true
snd_open_start = trader_door_locked
on_info = {+brotherhood_agru_controller_dead} ph_door@open
[ph_door@close]
locked = false
closed = true
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
on_use = ph_door@open
[ph_door@open]
locked = false
closed = false
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
on_use = ph_door@close
[ph_door@free]
locked = false
closed = true
no_force = true
on_use = ph_door@open
@@ -0,0 +1,32 @@
[logic]
active = beh@general
post_combat_time = 0,0
;======================
; default logic
;======================
[beh@general_no_companion]
sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
invulnerable = true
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
target = actor
@@ -0,0 +1,37 @@
[logic]
active = beh@general
post_combat_time = 0,0
prior = 500
;======================
; default logic
;======================
[beh@general_no_companion]
sound_idle = state
behavior_state = beh_move
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
invulnerable = true
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651
@@ -0,0 +1,37 @@
[logic]
active = beh@general
post_combat_time = 0,0
prior = 500
;======================
; default logic
;======================
[beh@general_no_companion]
sound_idle = state
behavior_state = beh_move
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
invulnerable = true
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:-7.0992422103882,23.103616714478,245.94242858887 look:-8.0947472453117,23.103616714478,245.99538463727
@@ -0,0 +1,14 @@
[logic]
active = beh@general
[beh@general]
actor_dialogs = actor_dialogs
behavior_state = beh_wait
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651
@@ -0,0 +1,11 @@
[logic@ecologist_sidorovich]
suitable = {=check_npc_name(ecologist_sidorovich)} true
prior = 100
active = beh@ecologist_sidorovich_job
[beh@ecologist_sidorovich_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-217.42967224121,-19.940483093262,-167.43905639648 look:-218.35082358122,-19.940483093262,-167.48664008826
@@ -0,0 +1,67 @@
[logic@esc_6_8_railway_guard_1]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_1
prior = 100
[logic@esc_6_8_railway_guard_2]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_2
prior = 100
[logic@esc_6_8_railway_guard_3]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_3
prior = 100
[logic@esc_6_8_railway_guard_4]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_4
prior = 100
[logic@esc_6_8_railway_guard_5]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_5
prior = 100
[logic@esc_6_8_railway_guard_6]
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_6
prior = 100
[logic@esc_6_8_railway_guard_7]
suitable = {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
active = beh@guard_7
prior = 100
[beh@base]
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
[beh@guard_1]:beh@base
pt1 = 999999,guard | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643
[beh@guard_2]:beh@base
pt1 = 999999,guard | pos:45.955604553223,2.0588965415955,146.10258483887 look:46.253153413534,2.0588965415955,145.14877581596
[beh@guard_3]:beh@base
pt1 = 999999,guard | pos:66.596824645996,0.57818895578384,159.01934814453 look:66.986903965473,0.57818895578384,159.93991649151
[beh@guard_4]:beh@base
pt1 = 999999,guard | pos:57.583679199219,1.3971667289734,167.20544433594 look:57.411917537451,1.3971667289734,168.17577457428
[beh@guard_5]:beh@base
pt1 = 999999,guard | pos:58.874450683594,-0.27230915427208,149.22178649902 look:59.119143307209,-0.27230915427208,148.25220829248
[beh@guard_6]:beh@base
pt1 = 999999,guard | pos:50.634643554688,1.8462357521057,153.6019744873 look:50.646584953181,1.8462357521057,154.59752559662
[beh@guard_7]:beh@base
pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496
@@ -0,0 +1,137 @@
[logic@csky_assault_esc_5_7_1]
suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true
active = beh@csky_leader
prior = 500
[logic@csky_assault_esc_5_7_2]
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
active = beh@csky_1
prior = 500
[logic@csky_assault_esc_5_7_3]
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
active = beh@csky_2
prior = 500
[logic@csky_assault_esc_5_7_4]
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
active = beh@csky_3
prior = 500
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
target = waypoint
path_end = loop
[beh@csky]:beh@base
run_anim = rush
meet = no_meet
[beh@csky_ldr]:beh@base
run_anim = rush
[beh@csky_1]:beh@csky
pt1 = 999999,guard | pos:-0.97017461061478,0.57503372430801,270.77743530273 look:0.02721381187439,0.57503372430801,270.70910585672
on_info = {+esc_railway_assault_go} beh@assault_railway
[beh@csky_2]:beh@csky
pt1 = 999999,guard | pos:-0.58207929134369,0.48372256755829,278.76675415039 look:0.41685009002686,0.48372256755829,278.75596022699
on_info = {+esc_railway_assault_go} beh@assault_railway
[beh@csky_3]:beh@csky
pt1 = 999999,guard | pos:-0.57437670230865,0.47155845165253,276.30578613281 look:0.41855996847153,0.47155845165253,276.18726325035
on_info = {+esc_railway_assault_go} beh@assault_railway
[beh@csky_leader]:beh@csky_ldr
pt1 = 999999,idle | pos:1.4632341861725,0.52213138341904,274.15490722656 look:2.4606368541718,0.52213138341904,274.15132021927
on_info = {+esc_railway_assault_go} beh@assault_railway
[logic@stalker_assault_esc_5_9_1]
suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true
active = beh@stalker_leader
prior = 500
[logic@stalker_assault_esc_5_9_2]
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
active = beh@stalker_2
prior = 500
[logic@stalker_assault_esc_5_9_3]
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
active = beh@stalker_3
prior = 500
[logic@stalker_assault_esc_5_9_4]
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
active = beh@stalker_1
prior = 500
[beh@stalker_1]:beh@csky
pt1 = 999999,guard | pos:-31.98127746582,2.3382940292358,83.832672119141 look:-32.093844458461,2.3382940292358,84.823195934296
on_info = {+esc_railway_assault_go} beh@assault_railway_2
[beh@stalker_2]:beh@csky
pt1 = 999999,guard | pos:-31.75274848938,2.420392036438,81.387847900391 look:-31.865346722305,2.420392036438,82.378646731377
on_info = {+esc_railway_assault_go} beh@assault_railway_2
[beh@stalker_3]:beh@csky
pt1 = 999999,guard | pos:-31.309297561646,2.4102694988251,78.398300170898 look:-31.383918277919,2.4102694988251,79.363494098186
on_info = {+esc_railway_assault_go} beh@assault_railway_2
[beh@stalker_leader]:beh@csky_ldr
pt1 = 999999,guard | pos:-33.90230178833,2.3749706745148,81.457176208496 look:-34.014900021255,2.3749706745148,82.447975039482
on_info = {+esc_railway_assault_go} beh@assault_railway_2
[beh@assault_railway]:beh@csky
pt1 = 999999,guard | pos:56.947010040283,1.0190920829773,156.9591217041 look:57.002121996135,1.0190920829773,155.96157598495
[beh@assault_railway_2]:beh@csky
pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496
[logic@esc_bandit_reinforcment_railway_1]
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
active = beh@bandit_1
prior = 500
[logic@esc_bandit_reinforcment_railway_2]
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
active = beh@bandit_1
prior = 500
[logic@esc_bandit_reinforcment_railway_3]
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
active = beh@bandit_1
prior = 500
[logic@esc_bandit_reinforcment_railway_4]
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
active = beh@bandit_1
prior = 500
[logic@esc_bandit_reinforcment_railway_5]
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
active = beh@bandit_1
prior = 500
[beh@bandit_1]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643
@@ -0,0 +1,19 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@esc_smart_terrain_1_11
respawn_idle = 86400
[respawn@esc_smart_terrain_1_11] ;-- Type: spawn_all_weak
spawn_all_weak
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 1
[exclusive]
nr_ilyaz_2 = brotherhood\rookie_village_logic.ltx
@@ -0,0 +1,69 @@
[smart_terrain];esc_smart_terrain_2_12 ;;äåð.íîâè÷êîâ
squad_id = 2
max_population = 6
respawn_params = respawn@esc_smart_terrain_2_12
respawn_idle = 86400
[respawn@esc_smart_terrain_2_12]
spawn_stalker@advanced
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = 3
[exclusive]
nr_ilyaz_1 = brotherhood\rookie_village_logic.ltx
bh_gutalin = brotherhood\rookie_village_logic.ltx
bh_shlitzer = brotherhood\rookie_village_logic.ltx
stalker_lockdown_1 = brotherhood\esc_lockdown.ltx
stalker_lockdown_2 = brotherhood\esc_lockdown.ltx
stalker_lockdown_3 = brotherhood\esc_lockdown.ltx
stalker_lockdown_4 = brotherhood\esc_lockdown.ltx
stalker_lockdown_5 = brotherhood\esc_lockdown.ltx
stalker_lockdown_6 = brotherhood\esc_lockdown.ltx
stalker_lockdown_7 = brotherhood\esc_lockdown.ltx
stalker_lockdown_8 = brotherhood\esc_lockdown.ltx
stalker_lockdown_9 = brotherhood\esc_lockdown.ltx
stalker_lockdown_10 = brotherhood\esc_lockdown.ltx
stalker_lockdown_11 = brotherhood\esc_lockdown.ltx
stalker_lockdown_12 = brotherhood\esc_lockdown.ltx
stalker_lockdown_13 = brotherhood\esc_lockdown.ltx
stalker_lockdown_14 = brotherhood\esc_lockdown.ltx
stalker_lockdown_15 = brotherhood\esc_lockdown.ltx
;esc_2_12_stalker_nimble = escape\esc_2_12_stalker_nimble.ltx
esc_2_12_stalker_fanat = escape\esc_2_12_stalker_fanat.ltx
esc_2_12_stalker_wolf = escape\esc_2_12_stalker_wolf.ltx
devushka = escape\devushka.ltx
walker_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_10 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx
@@ -0,0 +1,20 @@
[smart_terrain];esc_smart_terrain_2_14
squad_id = 3
max_population = 1
respawn_params = respawn@esc_smart_terrain_2_14
respawn_idle = 86400
[respawn@esc_smart_terrain_2_14] ;-- Type: spawn_all_weak
spawn_all_weak
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 1
[exclusive]
lockdown_1 = brotherhood\esc_lockdown.ltx
lockdown_2 = brotherhood\esc_lockdown.ltx
lockdown_3 = brotherhood\esc_lockdown.ltx
lockdown_4 = brotherhood\esc_lockdown.ltx
@@ -0,0 +1,37 @@
[smart_terrain];esc_smart_terrain_3_16 ;;þæ. ÊÏÏ
squad_id = 4
max_population = 4
respawn_params = respawn@esc_smart_terrain_3_16
respawn_idle = 86400
[respawn@esc_smart_terrain_3_16]
spawn_military_special
spawn_military_special_2
[spawn_military_special]
spawn_squads = esc_smart_terrain_3_16_military_mlr_squad
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_squad)} 1, 0
[spawn_military_special_2]
spawn_squads = esc_smart_terrain_3_16_military_mlr_patrol
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_patrol)} 1, 0
[exclusive]
;mlr
esc_3_16_military_trader = escape\esc_3_16_military_trader_logic.ltx
army_south_mechan_mlr = escape\esc_3_16_military_mechan_logic.ltx
;mlr
esc_smart_terrain_3_16_camp_work_1 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_2 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_3 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_4 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_minigunner_excl = escape\esc_smart_terrain_3_16_smart_logic.ltx
bh_badger = brotherhood\military_checkpoint_logic.ltx
bh_execution_lockdown_1 = brotherhood\esc_lockdown.ltx
bh_execution_lockdown_2 = brotherhood\esc_lockdown.ltx
bh_execution_lockdown_3 = brotherhood\esc_lockdown.ltx
@@ -0,0 +1,21 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@esc_smart_terrain_3_7
respawn_idle = 86400
[respawn@esc_smart_terrain_3_7] ;-- Type: spawn_all_weak
spawn_all_weak
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = 1
[exclusive]
lockdown_5 = brotherhood\esc_lockdown.ltx
lockdown_6 = brotherhood\esc_lockdown.ltx
lockdown_7 = brotherhood\esc_lockdown.ltx
@@ -0,0 +1,30 @@
[smart_terrain]
squad_id = 10
max_population = 1
respawn_params = respawn@esc_smart_terrain_4_9
respawn_idle = 86400
[respawn@esc_smart_terrain_4_9] ;-- Type: c_1
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1]
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2]
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
[exclusive]
;---- StfZ
stalker_assault_esc_5_9_1 = escape\sidorovich_railway_assault.ltx
stalker_assault_esc_5_9_2 = escape\sidorovich_railway_assault.ltx
stalker_assault_esc_5_9_3 = escape\sidorovich_railway_assault.ltx
stalker_assault_esc_5_9_4 = escape\sidorovich_railway_assault.ltx
;---- Stfz
@@ -0,0 +1,43 @@
[smart_terrain];esc_smart_terrain_5_7 ;;ôåðìà 2 õëåâà è ìåõàíèê
squad_id = 15
max_population = 3
respawn_params = respawn@esc_smart_terrain_5_7
respawn_idle = 86400
[respawn@esc_smart_terrain_5_7]
spawn_stalker@advanced
spawn_stalker@csky
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = 3
[spawn_stalker@csky]
spawn_squads = csky_sim_squad_novice, ecolog_sim_squad_novice
spawn_num = {~20} 1, 0
[exclusive]
;---- StfZ
csky_assault_esc_5_7_1 = escape\sidorovich_railway_assault.ltx
csky_assault_esc_5_7_2 = escape\sidorovich_railway_assault.ltx
csky_assault_esc_5_7_3 = escape\sidorovich_railway_assault.ltx
csky_assault_esc_5_7_4 = escape\sidorovich_railway_assault.ltx
castor_lockdown_1 = brotherhood\esc_lockdown.ltx
pollox_lockdown_2 = brotherhood\esc_lockdown.ltx
;---- Stfz
esc_smart_terrain_5_7_camp_work_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_2 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_3 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_4 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_5 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_6 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_7 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_8 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_main_base_trader_mlr = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_beh_tech_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
@@ -0,0 +1,23 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@esc_smart_terrain_6_6
respawn_idle = 172800
[respawn@esc_smart_terrain_6_6]
spawn_special
[spawn_special]
spawn_squads = simulation_bloodsucker_2weak, simulation_snork_2_3, simulation_psysucker_1_2, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist, simulation_controller, simulation_burer
spawn_num = {=actor_week_in_zone(4)} 1, 0
[exclusive]
bh_ironchain_1 = brotherhood\esc_smuggling_logic.ltx
bh_ironchain_2 = brotherhood\esc_smuggling_logic.ltx
bh_ironchain_3 = brotherhood\esc_smuggling_logic.ltx
bh_ironchain_4 = brotherhood\esc_smuggling_logic.ltx
bh_ironchain_5 = brotherhood\esc_smuggling_logic.ltx
@@ -0,0 +1,41 @@
[smart_terrain];esc_smart_terrain_6_8 ;;îáðóøåííûé ìîñò
squad_id = 18
max_population = 3
respawn_idle = 66400
respawn_params = respawn@esc_smart_terrain_6_8
[respawn@esc_smart_terrain_6_8]
spawn@squad_1
spawn@squad_2
spawn@squad_3
spawn@general
[spawn@squad_1]
spawn_squads = csky_guards_esc_6_8
spawn_num = {+esc_railbridge_taken !squad_exist(csky_guards_esc_6_8)} 1, 0
[spawn@squad_2]
spawn_squads = stalker_guards_1_esc_6_8
spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_1_esc_6_8)} 1, 0
[spawn@squad_3]
spawn_squads = stalker_guards_2_esc_6_8
spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_2_esc_6_8)} 1, 0
[spawn@general]
spawn_squads = bandit_guards_esc_6_8_basic
spawn_num = {-esc_railbridge_taken} 1, 0
[exclusive]
;----StfZ
esc_6_8_railway_guard_1 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_2 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_3 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_4 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_5 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_6 = escape\esc_6_8_railway_guard.ltx
esc_6_8_railway_guard_7 = escape\esc_6_8_railway_guard.ltx
;----StfZ
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 19
max_population = 3
respawn_params = respawn@esc_smart_terrain_7_11
respawn_idle = 86400
[respawn@esc_smart_terrain_7_11]
spawn_bandit@advanced
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = 2
[exclusive]
esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx
;----StfZ
esc_bandit_reinforcment_railway_1 = escape\sidorovich_railway_assault.ltx
esc_bandit_reinforcment_railway_2 = escape\sidorovich_railway_assault.ltx
esc_bandit_reinforcment_railway_3 = escape\sidorovich_railway_assault.ltx
esc_bandit_reinforcment_railway_4 = escape\sidorovich_railway_assault.ltx
esc_bandit_reinforcment_railway_5 = escape\sidorovich_railway_assault.ltx
;----StfZ
@@ -0,0 +1,69 @@
[logic@bellerophon_logic]
suitable = {=check_npc_name(bellerophon)} true
prior = 500
active = beh@bellerophon_job
[beh@bellerophon_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555
[logic@bellerophon_logic_2]
suitable = {=check_npc_name(bellerophon)} true
prior = 500
active = beh@bellerophon_job_2
[beh@bellerophon_job_2]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
[logic@butcher_tug_1_logic]
suitable = {=check_npc_name(butcher_tug_1)} true
prior = 500
active = beh@butcher_tug_1_1_job
[beh@butcher_tug_1_1_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119
[logic@butcher_tug_2_logic]
suitable = {=check_npc_name(butcher_tug_2)} true
prior = 500
active = beh@butcher_tug_2_1_job
[beh@butcher_tug_2_1_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173
@@ -0,0 +1,24 @@
[smart_terrain]
squad_id = 5
max_population = 3
respawn_idle = 86400
faction_controlled = stalker, bandit
faction_respawn_num = 2
default_faction = stalker
[exclusive]
hunter_gar_trader_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_beh_trade_1 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_camp_work_2 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_camp_work_3 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_camp_work_4 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_camp_work_5 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
gar_smart_terrain_3_5_camp_work_6 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
;----StfZ
bellerophon_logic = garbage\brotherhood_logic.ltx
butcher_tug_1_logic = garbage\brotherhood_logic.ltx
butcher_tug_2_logic = garbage\brotherhood_logic.ltx
;----StfZ
@@ -0,0 +1,32 @@
[smart_terrain];jup_b205_smart_terrain_tushkano
;arrive_dist = 1000
squad_id = 48
max_population = 1
respawn_params = respawn@jup_b205_smart_terrain_tushkano
respawn_idle = 259200
[respawn@jup_b205_smart_terrain_tushkano]
spawn_trapper_chimera
spawn_normal_chimera
[spawn_trapper_chimera]
spawn_squads = trapper_chimera_2
spawn_num = {-give_task_trapper_chimera_2_done !squad_exist(trapper_chimera_2)} 1, 0
[spawn_normal_chimera]
spawn_squads = simulation_chimera
spawn_num = {+give_task_trapper_chimera_2_done !squad_exist(simulation_chimera)} 1, 0
[exclusive]
tushkano_work_01 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_02 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_03 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_04 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_05 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_06 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_07 = jupiter\jup_b205_evil_tushkano.ltx
tushkano_work_08 = jupiter\jup_b205_evil_tushkano.ltx
@@ -0,0 +1,151 @@
[logic@jupiter_monk]
suitable = {=check_npc_name(jupiter_monk)} true
prior = 500
active = beh@jupiter_monk_job
[beh@base_1]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[beh@jupiter_monk_job]:beh@base_1
run_anim = rush
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_monk_assault
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:-46.106330871582,3.4867804050446,199.37236022949 look:-45.110081613064,3.4867804050446,199.39352643304
[beh@jupiter_monk_assault]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:148.66848754883,1.1857712268829,217.58020019531 look:147.73004955053,1.1857712268829,217.23507833481
[logic@jupiter_stalker_assault_1]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_1
prior = 500
[logic@jupiter_stalker_assault_2]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_2
prior = 500
[logic@jupiter_stalker_assault_3]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_3
prior = 500
[logic@jupiter_stalker_assault_4]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_4
prior = 500
[beh@jupiter_stalker_assault_job_1]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_1
path_end = loop
pt1 = 100000,idle | pos:-46.474960327148,3.4870412349701,196.08959960938 look:-45.48581725359,3.4870412349701,196.1988914609
[beh@jupiter_stalker_assault_job_2]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_2
path_end = loop
pt1 = 100000,idle | pos:-48.031265258789,3.4879033565521,195.95745849609 look:-47.040500760078,3.4879033565521,196.04049598426
[beh@jupiter_stalker_assault_job_3]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_3
path_end = loop
pt1 = 100000,idle | pos:-48.205368041992,3.4880321025848,198.15892028809 look:-47.214603543282,3.4880321025848,198.24195777625
[beh@jupiter_stalker_assault_job_4]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_4
path_end = loop
pt1 = 100000,idle | pos:-48.375778198242,3.4881393909454,200.25389099121 look:-47.385013699532,3.4881393909454,200.33692847937
[beh@jupiter_stalker_assault_go_1]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798
[beh@jupiter_stalker_assault_go_2]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:135.09172058105,1.3675675392151,221.7939453125 look:134.12838965654,1.3675675392151,221.53200998902
[beh@jupiter_stalker_assault_go_3]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:138.81401062012,1.3904740810394,213.62519836426 look:137.90040069818,1.3904740810394,213.21862828732
[beh@jupiter_stalker_assault_go_4]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:142.30421447754,1.1840717792511,220.81008911133 look:141.41638469696,1.1840717792511,220.35097572207
[logic@jupiter_mercenary_2_squad_1]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_2]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_3]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_4]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_5]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_6]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[beh@jupiter_mercenary_2_squad]
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798
@@ -0,0 +1,117 @@
[smart_terrain]
def_restr = jup_a6_sr_noweap
safe_restr = jup_a6_sr_light
smart_control = smart_control
squad_id = 4
max_population = 8
respawn_params = respawn@jup_a6
;arrive_dist = 75
respawn_idle = 345600
[respawn@jup_a6]
spawn_stalker@advanced
spawn_stalker@master
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_advanced, ecolog_sim_squad_advanced, freedom_sim_squad_advanced
spawn_num = {+bar_deactivate_radar_done} 2, 0
[spawn_stalker@master]
spawn_squads = stalker_sim_squad_veteran, freedom_sim_squad_veteran
spawn_num = {+bar_deactivate_radar_done} 2, 0
[smart_control]
noweap_zone = jup_a6_sr_noweap
ignore_zone = jup_a6_sr_light
alarm_start_sound = jup_a6_base_alarm
alarm_stop_sound = jup_a6_base_relax
[exclusive]
;----StfZ
alyosha_shyogolov_3 = brotherhood\nr_jupiter_logic.ltx
nr_sorokin_2 = brotherhood\nr_jupiter_logic.ltx
nr_dead_convict_1 = brotherhood\nr_jupiter_logic.ltx
nr_dead_convict_2 = brotherhood\nr_jupiter_logic.ltx
nr_executioner_1 = brotherhood\nr_jupiter_logic.ltx
nr_executioner_2 = brotherhood\nr_jupiter_logic.ltx
nr_executioner_3 = brotherhood\nr_jupiter_logic.ltx
jupiter_monk = jupiter\jupiter_monk.ltx
jupiter_stalker_assault_1 = jupiter\jupiter_monk.ltx
jupiter_stalker_assault_2 = jupiter\jupiter_monk.ltx
jupiter_stalker_assault_3 = jupiter\jupiter_monk.ltx
jupiter_stalker_assault_4 = jupiter\jupiter_monk.ltx
;----StfZ
; still exists in CoC
;mlr
zat_a2_stalker_mechanic = jupiter\zat_a2_stalker_mechanic.ltx
jup_b43_stalker_assistant_yanov1 = jupiter\jup_b43_stalker_assistant1.ltx
;mlr
jup_a6_army_degtyarev = jupiter\jup_a6_army_degtyarev.ltx
jup_a6_freedom_leader = jupiter\jup_a6_freedom_leader.ltx
jup_a6_important_npc_1 = jupiter\jup_a6_freedom_trader_ashot.ltx
jup_b217_stalker_tech = jupiter\jup_b217_stalker_tech.ltx
;jup_b10_stalker_drunk = jupiter\jup_b10_stalker_drunk.ltx
stalker_medik = jupiter\jup_b202_stalker_medic.ltx
stalker_barmen = jupiter\jup_b202_stalker_barmen.ltx
jup_b220_trapper = jupiter\jup_b220_trapper.ltx
jup_b19_freedom_yar = jupiter\jup_b19_freedom_yar.ltx
jup_a6_animp_01 = jupiter\jup_a6_logic.ltx
jup_a6_animp_02 = jupiter\jup_a6_logic.ltx
jup_a6_animp_03 = jupiter\jup_a6_logic.ltx
jup_a6_animp_04 = jupiter\jup_a6_logic.ltx
jup_a6_animp_09 = jupiter\jup_a6_logic.ltx
jup_a6_animp_10 = jupiter\jup_a6_logic.ltx
jup_a6_animp_11 = jupiter\jup_a6_logic.ltx
jup_a6_animp_15 = jupiter\jup_a6_logic.ltx
jup_a6_animp_16 = jupiter\jup_a6_logic.ltx
jup_a6_animp_17 = jupiter\jup_a6_logic.ltx
jup_a6_animp_18 = jupiter\jup_a6_logic.ltx
jup_a6_animp_91 = jupiter\jup_a6_logic.ltx
jup_a6_animp_92 = jupiter\jup_a6_logic.ltx
jup_a6_animp_93 = jupiter\jup_a6_logic.ltx
jup_a6_animp_05 = jupiter\jup_a6_logic.ltx
jup_a6_animp_06 = jupiter\jup_a6_logic.ltx
jup_a6_animp_07 = jupiter\jup_a6_logic.ltx
jup_a6_animp_08 = jupiter\jup_a6_logic.ltx
jup_a6_animp_12 = jupiter\jup_a6_logic.ltx
jup_a6_animp_13 = jupiter\jup_a6_logic.ltx
jup_a6_animp_14 = jupiter\jup_a6_logic.ltx
jup_a6_animp_19 = jupiter\jup_a6_logic.ltx
jup_a6_animp_20 = jupiter\jup_a6_logic.ltx
jup_a6_animp_21 = jupiter\jup_a6_logic.ltx
;mlr
jup_a6_animp_22 = jupiter\jup_a6_logic.ltx
jup_a6_animp_23 = jupiter\jup_a6_logic.ltx
;mlr
jup_a6_duty_guarder = jupiter\jup_a6_logic.ltx
jup_a6_duty_guard = jupiter\jup_a6_logic.ltx
jup_a6_freedom_guarder = jupiter\jup_a6_logic.ltx
jup_a6_animp_freedom_guard = jupiter\jup_a6_logic.ltx
jup_a6_beh_trade_job_1 = jupiter\jup_b202_stalker_barmen.ltx
jup_a6_beh_tech_job_1 = jupiter\jup_b217_stalker_tech.ltx
;----unused
;jup_a12_stalker_assaulter = jupiter\jup_a12_stalker_assaulter.ltx
;jup_a12_stalker_diplomat = jupiter\jup_a12_stalker_diplomat.ltx
;jup_a12_stalker_prisoner_base = jupiter\jup_a12_stalker_prisoner.ltx
;zat_b7_duty_illicit_dealer = jupiter\jup_b207_zat_b7_duty_illicit_dealer.ltx
;zat_b215_stalker_guide_jupiter = jupiter\zat_b215_stalker_guide_jupiter.ltx
;jup_b43_stalker_assistant_yanov = jupiter\jup_b43_stalker_assistant.ltx
;jup_b221_duty_01 = jupiter\jup_b221_duty.ltx
;jup_b221_duty_02 = jupiter\jup_b221_duty.ltx
;jup_b221_duty_03 = jupiter\jup_b221_duty.ltx
;jup_b25_flint = jupiter\jup_b25_freedom_flint.ltx
;jup_b25_listener_01 = jupiter\jup_b25_freedom_flint.ltx
;jup_b25_listener_02 = jupiter\jup_b25_freedom_flint.ltx
;jup_b221_freedom_01 = jupiter\jup_b221_freedom.ltx
;jup_b221_freedom_02 = jupiter\jup_b221_freedom.ltx
;jup_b221_freedom_03 = jupiter\jup_b221_freedom.ltx
@@ -0,0 +1,17 @@
[smart_terrain]
squad_id = 40
max_population = 3
respawn_params = respawn@jup_a9
[respawn@jup_a9]
spawn_a9_dogs
[spawn_a9_dogs]
spawn_squads = jup_a9_dogs_normal
spawn_num = 1
[exclusive]
;----StfZ
alyosha_shyogolov_4 = brotherhood\nr_jupiter_a9_logic.ltx
@@ -0,0 +1,25 @@
[smart_terrain]
squad_id = 10
max_population = 1
;arrive_dist = 80
respawn_params = respawn@jup_b202
respawn_idle = 86400
[respawn@jup_b202]
spawn_isg
[spawn_isg]
spawn_squads = isg_sim_squad_novice, isg_sim_squad_advanced, isg_sim_squad_veteran
spawn_num = {+isg_entered_the_zone} 1, 0
[exclusive]
;SftZ
jupiter_mercenary_2_squad_1 = jupiter\jupiter_monk.ltx
jupiter_mercenary_2_squad_2 = jupiter\jupiter_monk.ltx
jupiter_mercenary_2_squad_3 = jupiter\jupiter_monk.ltx
jupiter_mercenary_2_squad_4 = jupiter\jupiter_monk.ltx
jupiter_mercenary_2_squad_5 = jupiter\jupiter_monk.ltx
jupiter_mercenary_2_squad_6 = jupiter\jupiter_monk.ltx
;StfZ
;jup_b202_stalker_snag_wounded = jupiter\jup_b202_snag_wounded.ltx
;jup_b202_stalker_bandit = jupiter\jup_b202_snag_wounded.ltx
@@ -0,0 +1,37 @@
[smart_terrain]
squad_id = 11
max_population = 3
respawn_params = respawn@jup_b203
respawn_idle = 60000
[respawn@jup_b203]
spawn_zombied
[spawn_zombied]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_advanced, zombied_sim_squad_veteran
spawn_num = 2
[exclusive]
work_1 = jupiter\jup_b203_zombied.ltx
work_2 = jupiter\jup_b203_zombied.ltx
work_3 = jupiter\jup_b203_zombied.ltx
work_4 = jupiter\jup_b203_zombied.ltx
work_5 = jupiter\jup_b203_zombied.ltx
work_6 = jupiter\jup_b203_zombied.ltx
tushkano_1 = jupiter\jup_b203_tushkano_tunnel.ltx
tushkano_2 = jupiter\jup_b203_tushkano_tunnel.ltx
tushkano_3 = jupiter\jup_b203_tushkano_tunnel.ltx
tushkano_4 = jupiter\jup_b203_tushkano_room_1.ltx
tushkano_5 = jupiter\jup_b203_tushkano_room_1.ltx
tushkano_6 = jupiter\jup_b203_tushkano_room_2.ltx
tushkano_7 = jupiter\jup_b203_tushkano_room_2.ltx
tushkano_8 = jupiter\jup_b203_tushkano_room_3.ltx
tushkano_9 = jupiter\jup_b203_tushkano_room_3.ltx
tushkano_10 = jupiter\jup_b203_tushkano_room_3.ltx
tushkano_11 = jupiter\jup_b203_tushkano_ghost.ltx
tushkano_12 = jupiter\jup_b203_tushkano_ghost.ltx
primankov = brotherhood\brotherhood_jup_b203_zombied.ltx
@@ -0,0 +1,42 @@
[smart_terrain]
def_restr = jup_b41_sr_noweap
safe_restr = jup_b41_sr_light
smart_control = smart_control
squad_id = 58
max_population = 4
;arrive_dist = 65
[smart_control]
noweap_zone = jup_b41_sr_noweap
ignore_zone = jup_b41_sr_light
alarm_start_sound = jup_b41_base_alarm
alarm_stop_sound = jup_b41_base_relax
[exclusive]
flavio_becca = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_rydzyk = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_1 = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_2 = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_3 = brotherhood\nr_jupiter_mobilelab.ltx
erast_fandorin_2 = brotherhood\nr_jupiter_mobilelab.ltx
jup_b6_scientist_tech = jupiter\jup_b6_scientist_tech.ltx
jup_b6_scientist_nuclear_physicist = jupiter\jup_b6_scientist_nuclear_physicist.ltx
jup_b6_scientist_biochemist = jupiter\jup_b6_scientist_biochemist.ltx
jup_b43_stalker_assistant = jupiter\jup_b43_stalker_assistant.ltx
jup_b218_army_sokolov = jupiter\jup_b218_army_sokolov.ltx
jup_b1_stalker_1_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_2_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_3_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_4_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_2_pro = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_3_pro = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_4_pro = jupiter\jup_b41_stalkers.ltx
jup_b47_bunker_guard_01 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_02 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_03 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_04 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_05 = jupiter\jup_b47_bunker_guard.ltx
@@ -0,0 +1,21 @@
[smart_terrain]
squad_id = 26
max_population = 1
;arrive_dist = 80
[exclusive]
;----StfZ
nr_erast_fandorin_2 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_1 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_2 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_3 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_4 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_5 = brotherhood\nr_jupiter_b47_logic.ltx
;jup_a9_dog_01 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_02 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_03 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_04 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_05 = jupiter\jup_a9_dogs.ltx
@@ -0,0 +1,31 @@
[smart_terrain]
squad_id = 33
max_population = 1
respawn_params = respawn@jup_sim_13
respawn_idle = 43200
[respawn@jup_sim_13] ;-- Type: c_1
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1]
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2]
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0
[exclusive]
nr_alyosha_bandits_squad_1 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_2 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_3 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_4 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_5 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_6 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_7 = brotherhood\nr_alyosha_bandits.ltx

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